Large Undead
Armor Class 17 Natural Armor
Hit Points 180 (19d10 + 4)
Speed 60 ft.
STR
16 (+3)
DEX
18 (+4)
CON
19 (+4)
INT
12 (+1)
WIS
18 (+4)
CHA
9 (-1)
Saving Throws DEX +8, WIS +8, CHA +3
Skills Stealth +7
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Blinded, Poisoned
Senses Blindsight 60ft, Passive Perception 14
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Flyby: The beast does not provoke opportunity attacks.

Keen Hearing: The beast has advantage on Wisdom (perception) checks that rely on sound.

Magic Resistance: The beast has advantage on saving throws against spells and magical effects. 

Regeneration. The beast regains 15 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight. If the beast takes radiant damage, this trait doesn't function at the start of the vampire's next turn.

Actions

Multi Attack The Beast makes two Claw attacks.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4) slashing damage, and 4d6 necrotic

Sound Blast: Each creature in that area must make a DC 16 Constitution saving throw, taking 27 (5d10) thunder damage on a failed save, and becomes stunned until the end of your next turn, or half as much damage on a successful one. 

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

 

Legendary Action Name (Costs # Actions).The beast beats its large leathery wings. Each creature within 10 ft. of the dragon must succeed on a DC 16 Dexterity saving throw or take 7 (3d4 + 3) bludgeoning damage and be knocked prone. The beast can then fly up to half its flying speed.

 

 

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

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.

Monster Tags: undead

Habitat: MountainSwampUnderdark

CpnHook

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