Medium Monstrosity
Armor Class 15 Natural
Hit Points 70 (10d10)
Speed
STR
19 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
15 (+2)
CHA
9 (-1)
Saving Throws STR +7, CON +6
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Charmed, Frightened
Senses Passive Perception 14
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Cast a Spell.

The monster casts a spell from your spell list of a spell level of half your sorcerer level, rounded up. They use your spell save DC and spell attack bonuses.

Cooperation.

The host of the symbiotic may make a DC 30 charisma saving throw on the monsters turn to try to get a form of cooperation. All attack rolls are made with advantage, and mental saving throws are made with advantages as well. Once cooperation is achieved, this benefit carries over to future transformations, unless the host does something to upset the spirit, ruled by the DM. The host can also agree with symbiote and help them attain their goals to gain the same effect.

Actions

Claws.

Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.

Multiattack.

The Monster makes two attacks.

Breath Weapon (Recharge 5-6).

The Monster exhales poison in a 15-foot cone. Each creature in that area must make a DC 13+PB Dexterity saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one

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.

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

The monster is merged to the sorcerer host, who tries to control the monster. Normally a beastial form that the spirit takes on, but can be anything depending on what the spirit’s personality is.

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.

DarkBat523

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