Large Aberration, Neutral
Armor Class 21 +9 natural +3 dex -1 size
Hit Points 108 (12d8 + 60)
Speed 30 ft., Burrow 30'
STR
22 (+6)
DEX
17 (+3)
CON
20 (+5)
INT
3 (-4)
WIS
16 (+3)
CHA
3 (-4)
Senses Tremorsense 60, Passive Perception 13
Languages Undercommon
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Special Trait Name.   

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] 

Actions

Action Name. Constrict, 3d6 + 9

Action Melee Attack. 4 leg rakes, +10 to hit and +6 to dam 1d6+6/19-20

Constrict (Ex): With a successful grapple check, chwidencha can crush grabbed opponent, dealing 3d6+9 points of bludgeoning damage.

Improved Grab (Ex): If a chwidencha hits an opponent that is at least one size category smaller than itself with at least two leg rake attacks, it deals normal damage and attempts to start a grapple as a free action without provoking
an attack of opportunity (grapple bonus +19). If it gets a hold, it also constricts on the same round. Thereafter, the chwidencha has the option to conduct the grapple normally, or simply use its legs to hold the opponent (–20 penalty on grapple check, but the chwidencha is not considered grappled). In either case, each successful grapple check it makes during successive rounds automaticallydeals rake and constrict damage.

Reactions

Reaction Name. Leg Regeneration (Ex): Foes can attack a chwidencha’s legs, but only when those appendages are actually holding an opponent. A leg has an AC of 19 (touch 12) and can withstand 20 points of damage. The loss of a leg
does not harm the creature (that is, the damage does not apply against its hit point total), and the chwidencha regrows the limb within a day.

Tremorsense (Ex): A chwidencha can automatically sense the location of anythingnwithin 60 feet that's in contact with the ground.

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.

Description

Enter a general description for your monster here.

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.

1stLvlBlueMonkey

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