It can't be blinded by dark or flashing lights as it can't see but it smells as effectively as a human can see.
Multi-arm grab and smash - 1d10+8 per attack
rolls a d12 and the number is the amount of attacks it has.
must have a resistance or immunity to all three, bludgeoning, slicing, and piercing damage to block the attack
Counterattack - 1d10+8
When attacked with an attack that did damage, it does a counterattack
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 fleshy monster with 3 to 12 arms and a tentacle in a random spot. It runs at 75 miles an hour and attacks any living thing it sees. It hunts in packs of 5 to 20.
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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