Huge Monstrosity, Unaligned
Armor Class 17 Natural Armour
Hit Points 132 (13d12 + 54)
Speed 45 ft., Climb 35 ft., Burrow 35 ft.
STR
18 (+4)
DEX
19 (+4)
CON
21 (+5)
INT
8 (-1)
WIS
15 (+2)
CHA
12 (+1)
Saving Throws STR +12, DEX +12, CON +13
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks, Damage from Spells
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Petrified
Senses Blindsight 60ft , Tremorsense 240ft, Unknown 600ft (Magic Sense), Passive Perception 21
Languages Undercommon Understands but cant speak
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Patten Defence. When being attacked the attacking creature is unable to hit on a hit roll of the same number that it has done on the same turn, This applies to any creatures under the control of the creature.

Thick Hide. This creature is unable to be de-limbed or decapitated, When hit with a hit roll that is more than 5 points above its AC this creature gains the difference as extra AC (this bonus fades on the creatures next turn, it can be ended early by dispel magic or a spell that removes temp-health).

True Fear. When within line of sight of a creature the viewing creature must make a [DC 17 Wis Save], on a failed save the creature becomes terrified and paralysed for 1 round. On a passed save the creature does not need to re-roll this save for 3 [1d4+1] rounds.

Incarnation Of The Hunter. Once this creature has detected a different creature with one of its senses it is aware of its location for 5 [1d6+2] hours, when rolling damage on a creature it has hit before this creature may add a extra dice per time in the last 2 rounds it has hit the target.

Stacking Defence. When damaged this creature must make a [DC 6 Con Check], on a passed check this creature gains resistance to that damage type for 1 round. If it already has resistance it gains immunity for 1 round.

Savage Fighter. This creature rolls initiative two times, it is able to use both rolls independent or combine them.

Actions

Ready Defence. Until its next turn this creature gains 4 AC, it also when making a save against damage takes no damage on a passed save and half on a failed.

Deaths Advance. This creature may move 45ft, during this movement it can not be attacked.

Recovery. This creature gains 50 [5d12+20] health, if it reaches its max health with this action it gains half the healing amount at temp health.


 Multi Attack. This creature may make 2 attacks with a ranged attack or 5 attacks with a melee attack.

[Melee] Talons. Melee Weapon Attack: +12 to hit, reach 10 ft., 1 target. Hit: 41 (4d12 + 17) [Magical Slashing] damage. The target of this attack must make a [DC 15 Con Save], on a failed save the creature takes half the damage of this attack on the start of its turn until it is healed by at least 5 health.

[Melee] Crusher. Melee Weapon Attack: +10 to hit, reach 10ft,5ft sphere. Hit: 49 (7d10 + 14) [Magical Bludgeoning] damage. The target of this attack must make a [DC 17 Str/Dex Save], on a failed save the target is prone. On a critical hit the target of this attack has a broken bone based on the damage of the attack.

[Melee] Horns. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 43 (5d12 + 13) [Magical Piercing] damage. The target of this attack must make a [DC 15 Con Save], on a failed save the creature takes half the damage of this attack on the start of its turn until it is healed by at least 5 health.

[Ranged] Throw Stones. RangedWeapon Attack: +9 to hit, range 45/160 ft., 10ft Sphere. Hit: 62 (7d10 + 27) [Bludgeoning] damage.

[AOE] Elemental Scream. RangedWeapon Attack: 20ft cone [DC17 Dex Save]. Hit: 33 (3d12 + 15) [Pick 3 of the following damage types: Fire/Force/Acid/Poison/Cold/Force/Necrotic] damage.

Bonus Actions

Apply Element. When making a attack this creature may add half the rolled damage of that attack as damage of a damage type of its choice, This can not be used for its [AOE] attack.

Reactions

This creature may make 2 reactions.

Grab. When hit with a attack or a creature enters 10ft of this creature it must make a [DC 16 Dex Save], on a failed save the target is grappled by this creature and must make a [DC 18 Str] to break free.

Retaliation. When this creature takes damage it may make its movement again towards the creature that damaged it, if it does not use its full movement it may may a attack against the target..

Re-Locate. When hit with a attack or a creature leaves 10ft of this creature it may jump 40ft, It must end this reaction at a location nearer to the creature that triggered this reaction.

Legendary Actions

This creature may make 2 legendary actions, it regains all of its legendary actions at the start of its turn.

Nullification (Costs 1 Actions). When hit with magical damage the damage becomes non magical damage, if hit with damage from a spell the spell deals no damage. This effect lasts till the end of the next turn in the round.

Enraged Retaliation (Costs 1 Actions). This creature may move and dash towards a target, if within range with any attack it may make said attack 2 times (No Multi Attack).

Slap (Costs 1 Actions). Target a creature within 10ft, if that creature is not out of range by the next creatures turn it is knocked prone then attacked with a "crush" from this creature.

Description

Enter a general description for your monster here.

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.

Habitat: Underdark

Spirin

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