Huge Beast, Chaotic Evil
Armor Class 24 Natural
Hit Points 143 (13d20 + 25)
Speed 45 ft.
STR
24 (+7)
DEX
20 (+5)
CON
22 (+6)
INT
18 (+4)
WIS
14 (+2)
CHA
12 (+1)
Skills Stealth +27
Senses Truesight 120ft, Passive Perception 22
Languages Abyssal
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. When a creature is in 100 ft of Zaquarth then that creature has to make a Con save of DC 23. On a success nothing happens. On a fail the creature is frightened

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Frost Claws

Action Melee Attack. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 38 (5d 12+ 15) [slashing] damage. Zaquarth can do two Frost Claws in one action. The creature that is hit by Zaquarth's Frost Claws has to make a strength save of DC 14 each time they are hit. If they succeed then their movement is only reduced by 5 feet. If the creature fails this save then their movement is reduced to 0 and they are restrained until they can get out of the ice that they are now incased in.

Acid Spit

Action Ranged Attack. RangedWeapon Attack: +10 to hit, cone 60 ft.,  all target. Hit: 18 (3d10 + 5) [poison] damage. If a creature is hit by Zaquarth's Acid Spit then they are poisoned for 2d4 rounds and take 3d4 every turn they are poisoned.

Reactions

Reaction Name. If a creature moves out of melee range of Zaquarth that creature's movement is reduced by 10ft

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Description

Enter a general description for your monster here.

Lair and Lair Actions

A cold chilling room with an intoxication atmosphere and vines that are compact with bugs

Lair Actions

On initiative count 15 (losing initiative ties), the [Zaquarth] takes a lair action to cause one of the following effects; the [Zaquarth] can’t use the same effect two rounds in a row:

  • Vines seep out toxic chemicals into the air reducing allies A.C. by 1
  • The large room produces echoes and makes the players go mad and they have to make a WIS save of DC 16. On a success nothing happens and no longer have to roll for the save. On a fail, the player goes mad and can't do anything until their next turn. A player will not have to roll after they have succeeded for this 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.

ajp225

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