Large Swarm of Tiny beasts, Neutral
Armor Class 20 Natural
Hit Points 100 (5d20 + 6)
Speed
STR
30 (+10)
DEX
29 (+9)
CON
17 (+3)
INT
7 (-2)
WIS
29 (+9)
CHA
30 (+10)
Saving Throws WIS +11, CHA +12
Damage Immunities Acid
Condition Immunities Grappled
Senses Passive Perception 20
Languages --
Challenge 1/4 (50 XP)
Proficiency Bonus +2
Traits

Magic resistance. Has advantage on magic saving throws.

Spellcasting. The [Argur] is a 1st-level spellcaster. Its spellcasting ability is [charisma] (spell save DC 5, +1 to hit with spell attacks). The [Argur] has following [ranger] spells prepared:
1st level (7 slots): [alarm], [Detect Poison and Disease] 

Actions

Flaming fist. the Argur sends a raging shot of anger into his fist and his fist lights on fire and any creature within 5 feet takes 5d4 fire damage.

Crush. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 8 (1d8 + 6) [bludgeoning] damage. 

Poison splat. RangedWeapon Attack: +1 to hit, range 0/120 ft., 3 target. Hit: 20 (1d20 + 1) [poison] damage.

Bonus Actions

Bite. The Argur makes a attack roll to bite a creature with its poisonous fangs within touch roll 4d4+4 to hit and 2d6+2 for damage poison damage.

Reactions

horror of the mind. The monster lets out a horrifying sound and all creatures within a 30 foot radius must make a DC 15 wis saving throw or become unconscious untill its next turn and it must use a action to move out of a 30 foot radius also on a failed save they take 1d20 neurotic damage.

Legendary Actions

The monster has 8 LEGENDARY actions.

electrify (Costs 1 Action). The monster lets out a shock wave and creatures that are within 60 feet of the monster must make a DC 17 dex saving throw on fail the monster deals 2d4+2 lightning damage.

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

Argurs have a set of sharp poisonous teeth and 6 legs and a tail.

Lair and Lair Actions

It is a well hidden cave with purple gems that when touched explode dealing 2d4 bludgeoning damage.

Lair Actions

On initiative count 6 (losing initiative ties), the [Argur] takes a lair action to cause one of the following effects; the [Argur] can’t use the same effect two rounds in a row:

  • the lair drops rocks out of nowhere 3d8 damage if dex lower than 5..
  • all the gems in the cave explode and deal 20 damage.

Regional Effects

The region containing a legendary [Argur]’s lair is [loud with explosions], which creates one or more of the following effects:

  • deafens all.
  • hard to travel terrain.

If the [Argur] dies, these effects fade over the course of 1d4 days.

Monster Tags: beast companion

Habitat: Forest

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