Healing Factor . When this creature can regenerate any wound, healing 1d4+4.
Inate Spellcasting: The Canithariana can cast the following spells:
1st - Absorb Element (1/day), Hellish Rebuke (1/day)
2nd - Dragon's Breath (1/day)
3rd - Vampiric Touch (1/day)
Multi Atack. The Canithariana can make up to two atacks per action, one being with it's claw
Claws. Melee Attack: +8 to hit, reach 15 ft., 1 target. Hit: 20 (2d12 + 6) Slashing damage. If the creature hits, the target must succeed on a dex save dc 14, or will be grabbed.
Bite. Melee Attack: +8 to hit, Reach 5 ft., 1 target. Hit: 16 (2d8 + 6) Piercing damage.
Enter the description for how bonus actions work for your monster here.
Unholy Creation. When a creature that Canithariana can see uses a concentration spell, it can use it's reaction to jump on the target, atempting to break it's concentration. The target have disadvantage on her next save to continue the concentration. If the target hav advantage, it became a normal roll.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
The Canithariana is a aberration created by Father John in his research to reach human evolution. Her body is a merged form of a dog and a woman, victims of John's obsession for his goal. Her face is an amalgama of a melted humanoid human face with the dog's face. her body is carved in various scales of green color. Her arms both reach the floor, having claws turned back. She is 15 ft tall and weight 600 pounds.
her human face is always crying, for somehow she remember's her transformation, but her animal instincts and brain still comand her body.
She will atack anyone that aproaches her if they are not wearing any of the radiant church's robes, for the dog recognize the simbol of their oce called friend, Father John
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.
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