Large Humanoid, Typically Chaotic Evil
Armor Class 25 Natural Armor
Hit Points 75 (3d20)
Speed 75 ft., swim 40 ft., climb 35 ft.
STR
19 (+4)
DEX
19 (+4)
CON
19 (+4)
INT
15 (+2)
WIS
10 (+0)
CHA
1 (-5)
Skills Acrobatics +17, Athletics +17, Intimidation +17, Perception +17, Stealth +17, Survival +17
Damage Resistances All
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone
Senses Darkvision, Tremorsense, Truesight, Passive Perception 20
Languages --
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

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

Reactions

Reaction Name. Enter the description for your action.

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

They have long and thin arms and legs. Their bodies are also long and thin. They have sleek, narrow heads. Their skin is a grayish-blueish-greenish color. They sport a mouth full of fangs and claws long and sharp enough to decapitate a person. They all bear weathered armor, and some wear the pelts of predators like wolves or bears upon their shoulders over their armor. Some also have helmets decorated with either the antlers of a buck or the horns of a ram. They mostly walk on all fours, and they stand at 8-12 feet tall when on their hind legs. When they walk on their hind legs, it is horribly uncoordinated yet eerily graceful and elegant. Their smell is a pungent mix of sulfur, ash, blood and rotting flesh. They have great strength and speed, and will often be found dual-wielding weapons like Greatswords and Greataxes but will also be found wielding Hand Axes and Spears. They may also be found with scars and simple tattoos on their bodies marking great achievements from bloody battles. And their eyes are blood red

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: ArcticCoastalDesertForestGrasslandHillMountainSwampUnderdarkUnderwaterUrban

AzmundisTheGreat

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