Gargantuan Monstrosity
Armor Class 18 Natural Armor
Hit Points 300 (20d20)
Speed
STR
22 (+6)
DEX
22 (+6)
CON
22 (+6)
INT
8 (-1)
WIS
8 (-1)
CHA
2 (-4)
Saving Throws CON +9
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Senses Passive Perception 14
Languages None
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Special Trait Name. The Cat-Tail Worm has one large bulbous eye that can cast these 3 Spells at will as a bonus action.

Paralysis - see Wand of Paralysis

Ray of Frost

Ray of Sickness

 

 

Actions

Action Name. Bite/Tongue/Tail

Action Melee Attack. Bite Attack: +3 to hit, reach 10 ft., 1 target. Hit: 20 (2d8 + 4) piercing damage. Upon successful attack target must save vs CON or be poisoned.ck: +3 to hit, reach 20 ft., 1 target. Hit: 20 (2d8 + 4) Bludgeoning damage. Upon successful attack target must save vs STR or be knocked back 20ft.

Action Ranged Attack. Tongue Attack: +3 to hit, range 20/40 ft., 1 target. Hit: 16 (1d12 + 4) Bludgeoning damage. On hit must save vs STR or be grappled and pulled in the maw at 10ft per turn. Player can save vs STR at the beginning of each turn to wrestle free. If the target is pulled into the maw they will have 24 hours to be cut from the belly of the beast or be digested resulting in permanent death. No resurrections.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Similar to a giant Lamprey accept one giant bulbous eye on top of its head with 180 degree line of sight

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Underwater

smknphtj

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