Medium Aberration
Armor Class 15 natural
Hit Points 40 (4d10 + 10)
Speed 30 ft.
STR
16 (+3)
DEX
10 (+0)
CON
15 (+2)
INT
16 (+3)
WIS
10 (+0)
CHA
6 (-2)
Damage Immunities Psychic
Senses Darkvision 60 ft., Passive Perception 10
Languages Deep Speech, understands the languages you speak
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Regeneration. The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point. 

Armor Class 11 + the level of the spell (natural armor)

Hit Points 40 + 10 for each spell level above 4th

Actions

Multiattack. The aberration makes a number of attacks equal to half this spell's level (rounded down).

Claws. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., 1 target. Hit: 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.  

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.

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.

REGRysk

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