Ungodly Morphing. At the start of each of the cow's turns, it starts to morph, roll two d12 whatever they roll is whatever random morph happens to them. 1-10 are on the attack description. On an 11, scales incase the majority of the cow's body giving it a +5 to AC. On a 12 the cow swells to a huge creature that's bulbous and disproportional, it gains 40 hit points and its movement speed is reduced to 0. The cow takes 1d8 necrotic damage each time it morphs.
Multiattack. The cow attacks twice with an available appendage, it can only attack with each appendage once per turn, or can make a Slam attack in replacement of an attack.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 16 (2d10 + 5) bludgeoning damage.
1) Scorpion Tail. Melee Weapon Attack: +8 to hit, reach 15 ft, 1 target. Hit: 16 (2d10 + 5) piercing damage and 1d10 + 5 poison damage. The creature is forced to make a DC 16 constitution saving throw or be poisoned. If this is not the first attack made by a cow scorpion tail this turn, in replacement of the poison damage and poison saving throw they make a DC 16 Con saving throw or be paralyzed for one turn.
2) Demon Claw. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 21 (3d10 + 5) piercing damage.
3) Evil Eye. Ranged Weapon Attack: +7 to hit, range 40/80 ft., 3 targets. Hit: 16 (2d10 + 5) force damage.
4) Ravenous Maw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 27 (4d10 + 5) piercing damage.
5) Constricting tentacle. Melee Weapon Attack: +8 to hit, reach 30 ft., 1 target. Hit: 16 (2d10 + 5) bludgeoning damage. The enemy must make a DC 16 Strength saving throw or be grappled and pulled to the body of the cow each turn they may repeat the save to escape and take the damage each turn they are grappled.
6) 8-Legged Charge. Charge: +8 to hit, Hit: 27 (4d10 + 5) bludgeoning damage. It charges 30ft in a straight line, and each creature in its path must make a DC 16 Dexterity saving throw or be knocked prone. On a successful save the the creature takes half damage and isn't knocked prone.
7) Pristine hand (Insidious Bloodshot). Ranged Magic Attack: +10 to hit, range 40ft 1 target. The cow takes 1d8 necrotic damage and sends a ray of blood from the hand, dealing 2d10 necrotic damage and 2d10 psychic damage.
8) Severing Sythe. Melee Weapon Attack: +8 to hit, range 10 ft circle. Hit: 21 (3d10 + 5) slashing damage. (Bone rider made of the cow's bones)
9) Barbed Tounge. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 21 (3d10 + 5) Acid damage. They are covered in saliva and must make a DC16 Dex saving throw or have their movement halved and take 1d6 acid damage per turn for 5 rounds.
10) Hive. Summoning: Summons 30 bees charge out of the beehive and attack the nearest enemy. These bees are filled with corruption and are slightly more resilient when they sting roll a d4 on a 3-4 they survive, but die on their next sting.
Bursting Blood Bubble. When the cow is hit with a melee attack roll a d4 on a 4 it bursts a blood bubble that does 2d10 + 2 acid damage to the attacker, if the attack that hits it crits the damage crits as well.
Description
What was once a normal cow succumbed to the dark corruption of an ancient ruin, though the corrupted cow is a monstrous beast it looks and acts as a normal cow. That is until it leaves the influence of ruins dark magic field that stabilizes its form. After it leaves the area it slowly starts to morph until it swells into its true monstrous appearance. It can be saved and turned back into a normal cow with effects like, remove curse, greater restoration, and wish.
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.
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