Large Undead, Neutral Evil
Armor Class 13 Natural armor
Hit Points 39 (6d10 + 6)
Speed 20 ft.
STR
6 (-2)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +5, INT +2
Skills Perception +3, Stealth +5
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision, Passive Perception 13
Languages Sylvan Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amorphous. The Ceogrod can move through a space as narrow as 1 inch wide without squeezing.

Corpse Stench. A creature that starts its turn within 5 feet of the Ceogrod must succeed on a DC 13 Constitution saving throw or be poisoned until the start of the creature's next turn.

Gaseous. The Ceograd can occupy another creature's space and vice versa. The area the ceograd occupies is heavily obscured. If subject to a Gust of Wind spell, a ceograd must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.

Actions

Consume. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6+3) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

 

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.

Description

Description: A Ceogrod arises when necrotic energy infuses and animates the miasma arising from decaying corpses. Surprisingly intelligent for an undead gas, a Ceogrod will make effective use of its abilities. It will begin by trying to poison its victims and then attempt to consume them. If combat starts going badly, it will try to flee using its amorphous ability. 

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.

Cementario

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