Large Monstrosity, Typically Chaotic Evil
Armor Class 16 Natural Amor
Hit Points 250 (10d6)
Speed
STR
19 (+4)
DEX
14 (+2)
CON
17 (+3)
INT
5 (-3)
WIS
5 (-3)
CHA
5 (-3)
Senses Passive Perception 18
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Sharp and Dull. The Axe Head can choose for it to change from sharp and dull, sharp gives it a +5 to damage but, dull does -1 damage and +3 Ac.

 

Actions

Terror. If the target fails a DC 16 Wisdom they are frightened for 1 min.

Head Axe. Melee Weapon Attack: +8 to hit, reach 10 ft., #. Hit: 64 (9d8 + 4) slashing damage. 

 

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.

beldecca

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