Special Trait Name. Silence
Silence. This is a artificial arthropod, probably modified from a woodlouse or similar. It was developed to control captive spell casters. It's biologically a parasite. It wraps itself round the host's neck, swallowing it's own tail to form a collar and linking itself to the hosts blood vessels. Once in place it secretes a paralising agent into the host's larynx. Basically it suppresses the hosts ability to vocalise. The voice gradually returns after the muffler is removed over the space of about an hour.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Blood Strangle
Blood Strangle: The Muffler reacts to being interfered with with a blood strangle, which ends a round after the last touch or if the host looses consciousness. The strangle inflicts 1d8 per round of non-lethal damage.
Reaction Name. Poison
Poison, if damaged the muffler injects a toxin into the host that causes violent convulsions. The host's violent movements makes it difficult to direct a weapon against the organism without hitting the host instead. The convulsions last 5 rounds, constitution saving throw DC15 halves the duration.
Convulsion raises the effective AC of the muffler to 18, assuming that the attacker is trying not the harm the host, an if a miss is by more than nine, the attack hits the host instead.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Looks a little like a giant, misshapen wood louse. A scaled arthropod with many small legs. Typically they are bout 18' long by an inch wide and about 1/8 inches thick. It has a wide flat mouth.
Some of the legs are mutated into small hollow fangs through which it draws blood from the host, but not in enough quantity to do serious harm, the same fangs are used to exude drugs into the host.
The creature can survive for about three months on a day's feeding,
It's usually applied deliberately to a retrained or unconscious host, but it will attempt to attach itself to any live host. An active target can easily preempt it. It cannot attach to a throat that's protected by armor.
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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