Keen Smell. The Vile Grub has advantage on Wisdom (Perception) checks that rely on smell.
Spider Climb. The Vile Grub can climb difficult surfaces, including upside down ceilings, without needing to make an ability check.
Aggressive. As a bonus action the Vile Grub can move up to its speed toward a hostile creature that it can see.
Multi Attack. The Vile Grub can make either two Vile Bite (1) attacks or make two Vile Bite (2) attacks.
Vile Bite (1). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) slashing damage plus 3 (1d6) acid damage. If the target is a large or small creature, it is grappled (escape DC13). Until grapple ends, the Vile Grub can bite only the grappled creature and has advantage on attack rolls to do so.
Vile Bite (2). Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6 +3) piercing damage. The target must also make a DC15 Constitution saving throw, suffering (3d6) poison damage on a failed save. If the poison damage reduces the target to 0 hit points , the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Vile Vomit (Recharge 6). Ranged Weapon Attack: The Vile Grub vomits in a straight line range 30/120 ft long and 5ft wide., provided that it has no creature grappled. Each creature in that line must make a DC15 Dexterity saving throw, taking 10 (3d6 +3) acid damage on a failed save, or half as much on a successful one. The target must also make DC15 Constitution check or be paralyzed until they succeed on a DC13 Constitution (Optional Medicine) check.
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None
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
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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.
Previous Versions
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5/12/2023 11:53:16 PM
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5/13/2023 4:49:07 PM
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