Gargantuan Beast
Armor Class 23 Natural armor
Hit Points 700 (100d20 + 105)
Speed 60 ft., Walk 100 ft.
STR
27 (+8)
DEX
15 (+2)
CON
24 (+7)
INT
5 (-3)
WIS
12 (+1)
CHA
10 (+0)
Senses Passive Perception 6
Languages Abyssal Deep Speech
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Legendary resistance: 5 per day

Actions

Multiattack: Benjamin Franklin may use its Dinner Bell ability, it then makes 3 Peck attacks, it may also make 3 Talon attacks. 

Peck: Melee weapon attack +14 to hit, reach 10 feet. 4d10+5 piercing damage

Talons: Melee weapon attack +14 to hit, reach 4d10+5 slashing damage

Drive by: Benjamin used an action to fly 50 feet in the air, next turn as a bonus action he may sweep the floorand deal 30+ 1d12 bludgeoning damage to anyone in its way.

Chomp: The turkey swallows a creature that is prone. While inside the turkey the creature is restrained and under total cover. It takes 7d10 acid damage at the start of the turkeys turn, if the turkey is dealt more than 30 damage from the inside it vomits up anyone currently in it's stomach. 

Bonus Actions

Dinner Bell: Benjamin rings the bell around it's neck, all who hear it must make a DC 18 Wis saving throw or become unbearably hungry, roll 1d6 to determine who the affected believes looks the tasiest, and they must attack them. They may attempt the save again at the end of their turn.

Wing flap: Benjamin Flaps his wings, anyone within a 30 foot radius of Benjamin must succeed on a DC 19 Strength save or be knocked prone. 

 

Reactions

Parry this Motherclucker: If the turkey is hit with a melee attack it may use its reaction to bat away the attacker, Pushing them 1d6x5 feet away without prooking an attack of opportunity

Legendary Actions

Snood Whirlwind: Benjamin spins his snood at incredible speeds, causeing a 100 foot wide beam of wind to shoot out. DC 20 Str saving throw. Anyone hit by it takes 24+ 1d10 force damage and is knocked 1d10x10 feet away. half damage on a success and not blown away

Fluff your feathers: Once Benjamin is Bloodied he fluffs up his feathers to become more intimidating, His attack bonus is raised to +18 But his AC is decreased to 20

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.

MyPancakesAreFlaccid

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