Large Celestial, Lawful Good
Armor Class 16 Floof Armor
Hit Points 70 (5d12 + 10)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
20 (+5)
INT
10 (+0)
WIS
14 (+2)
CHA
16 (+3)
Damage Vulnerabilities Slashing
Senses Passive Perception 10
Languages Celestial, Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Radiant Floof: Lady marshmallow has resistance to non-magical bludgeoning damage, resistance to necrotic damage, resistance to fire, and immunity to cold. She also gives off magical light for a radius of 25 feet

Actions

Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 4) [bludgeoning] damage. 

Floofy charge. Floofy charge: When you charge with 20 feet or more, and hit a headbutt, the creature has to make a dc 15 strength save, or get knocked prone. If the target is knocked prone, you can attack with Stomp of Retribution as an attack.

Stomp of Retribution. bonus attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (2d6 + 4) [bludgeoning] damage. 

Holy Spit. Holy Spit: +6 to hit, range 25 ft., 1 target. Hit: 5 (1d10) [acid/radiant] 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.

Description

Lady Marshmallow is a legendary steed that has blessed hundreds of chosen crusaders with her strengths through the ages. She lives in Elysium, but sometimes deigns a particularly good paladin worthy of her. She has yet to give her help to a cause that has failed to help the world. When summoned, any good aligned creature who sees her for the first time gets so elated that they gain a magical immunity to new non-magical diseases for a month.

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.

Tamven

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