Large swarm of Medium beasts, Any Evil Alignment
Armor Class 14 Natural
Hit Points 65 (4d10 + 2)
Speed
STR
10 (+0)
DEX
12 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
14 (+2)
CHA
10 (+0)
Skills Nature +6
Senses Passive Perception 13
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Special Trait Name. Can melde into the spore clouds it makes causing disadvantage on melee attacks for 1 turn. Can not make an opportunity attack while in this state

Spellcasting. The Abraxas is a 3-level spellcaster. Its spellcasting ability is wisdom (spell save DC 14, +4to hit with spell attacks). Abraxas has following druid spells prepared:
Cantrips (at will): thorn whip, entangle
1st level (3slots): absorb, spore bomb

Actions

Multi attack. Can make a melee and a ranged attack per turn.

Antenna strike. Touches the target with its antenna. Target much make a 13 DC charisma save or be charmed. Charmed target can make the save again on taking damage from caster or casters allies, also at the start of their turn.

Action Melee Attack. Wing strike: +4 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 1) [bludgeoning] damage. 

Action Ranged Attack. spore cloud: +3 to hit, range 20/50ft., 2 target. Hit: 8 (1d6+ 2) [psychic type] damage. Also leaves a spore cloud that persists for 5 rounds of combat. And target entering to ending its turn in the cloud takes 1d6 psychic damage.

Bonus Actions

Flutter-As a bonus action flaps its large wings and shifts all its spore clouds 10ft arounds the area.

Antenna bell- rubs its antenna together to produce a musical sound, healing 16d+3 points of health to self and all allies within 50ft. (2 times per day)

Reactions

Parry- can use its reaction to parry a melee strike adding +3 to its AC potentially causing the strike to miss.

Legendary Actions

2 actions per turn

Legendary Action spore shower (Costs 1 Action). 

Rolls a d4 on action and produce spore in a 30ft radius around Abraxas.

1. Sleep spore- DC 14 wisdom save or target is asleep

2. Paralyzing spore- DC 14 dex save or target is paralyzed

3. Psychic spore- DC 14 int save for 1d8 points of damage

4. Slow spore- DC strenght save or target speed is halved till the end of their next turn.

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

Large moth with tiny mushrooms growing down its spine, large leaf like wings with brown circle pattern in centers. Body of moth is fuzzy and light gray in color.

Lair and Lair Actions

Lair is covered in vines and mushrooms

Lair Actions

On initiative count 1 , Abraxas takes a lair action to cause one of the following effects; the Abraxas can’t use the same effect two rounds in a row:

  • Vines on floor and walls lash out trying to grapple. Must make a DC 13 str save or be bound. Can make save at start of creatures turn.
  • 3 random mushroom in the lair release spore. Any creature in a 15ft radius of a mushroom much make a DC 13 wisdom save or take 1d6 psychic damage.
addamvarner

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