Fiendish Regrowth: The choomah regains 10 hit points at the start of its turn. If the choomah takes thunder or magical piercing damage, this trait doesn't function at the start of the choomah's next turn. The choomah dies only if it starts its turn with 0 hit points and doesn't regenerate, or if its hit points are reduced below -10.
Unnatural Senses: The choomah has advantage on all perception related rolls, and expertise on perception rolls against creatures that have seen it, or that it has seen.
Spellcasting. The Choomah is an innate spellcaster. Its spellcasting ability is CON (spell save DC 16, +6 to hit with spell attacks). The Choomah has following spells prepared and can cast them without spell slots as a bonus action or action.
(All at will)
Cantrips: [thunderclap reflavoured as choomah noises], 1st level: [expeditious retreat], 2nd level: [shadow jump], [pass without trace], 3rd level: [haste targeted self only], 7th level: [plane shift].
Attack Actions:
Rending Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., single target. Hit: 10 (1d8 + 5) piercing damage.
Mongo Smack. Melee Weapon Attack: +5 to hit, reach 5 ft., single target. Hit: 10 (1d8 + 5) bludgeoning damage.
Bounding Strike: Melee Weapon Attack: +7 to hit, reach 20 ft. must move at least 20 ft im a straight line to perfome a Rending Bite or Mongo Smack, single target. Hit: 10 (1d8 + 7) bludgeoning/slashing damage.
Multiattack: Perform 2 Mongo Smacks, or one Rending Bite and one Mongo Smack.
Choomah Battlecry. Ranged Weapon Attack: +6 to hit, range 15 ft. cone or 5 ft. by 30 ft. line, Hit: #16 (2 d8 + 6) psionic damage. Creatures must beat a DC 12 Constitution save to avoid being frightened of the Choomah until the end of their next turn.
Double proficiency times per day the choomah can attempt to grapple a creature it has made a melee attack against this round, it has advantage on all associated checks.
Choomah Scream. Enter the description for your action. If the Choomah is hit by a melee attack, it can use its reaction to scream at its attacker. The target must beat a DC 14 Constitution save, or be stunned until the end of their next turn.
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
An abomination cooked up in the depths of Baphomet's Eternal Maze, deemed even by the Demon Lord to be a dangerous and wholly chaotic failure. These highly adaptive, fungus-like shape changers are chaos incarnate, their very bodies growing like a tumor and adapting for each situation they encounter. These screaming fiends have no true home, not even in the Abyss. They are incredibly fast, flighty by nature, and usually unhinged in their violence. The have no maximum known mass or age.
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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