carriers revenge. Can open its torso up to shoot six fleshy like missiles
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]
Carriers wrath
Action Melee Attack. Grab: 10+5to hit, reach 5ft., 1 target. Hit: 1(3d8+ 4) [bludgeoning] damage.
Action Ranged Attack.attack of the swarm 10+8 to hit, range 20/70ft., 6 target. Hit: 2(3d6+4) [fire] damage.
Can roar and stun people within 10 feet
absolute punishment. When you get within 5 feet of it it can use a reaction to grab you and try crushing you
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
a huge gorila Esq. monstrosity that is slow but very powerful
Lair and Lair Actions
a hive that can be anywhere from a swamp to a mountain
Lair Actions
On initiative count 6 (losing initiative ties), the [carrier] 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 defensive position and can’t be snuck up on.
- if it is about to die can choose to blow itself up and cause a explosion within a 20ft radius
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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