Multiattack.
The kython makes three attacks, one with its bite, and two with its claws.
Bite.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 10 (3d6 + 4) piercing damage. The target must succeed on a DC 14 Constitution saving throw or take 7 (2d6) points of poison damage and have their hit point maximum reduced by the amount of poison damage taken until they finish a long rest.
Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one creature.
Hit: 13 (2d8 + 4) slashing damage.
Description
When kythons mature fully, their torso grows so that they become a little more like upright humanoids (although they still usually hunch over). Their tail drops away as they pass into this stage, but they gain another set of clawed arms. The exoskeleton is now either green, dark blue, or black. Adults guard the nests and carry out most of the work that needs doing for kython society as a whole. Most kythons remain in this stage forever. A few mature into more specialized stages, most of these becoming impalers, a few transforming into slaymasters, and very rare individuals becoming slaughtering’s. Each adult has a 30% chance to possess a kython weapon.
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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