Large Beast (Cursed)
Armor Class 16 Natural Armor
Hit Points 60 (3d8)
Speed
STR
17 (+3)
DEX
11 (+0)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
14 (+2)
Saving Throws STR +6, DEX +3
Senses Passive Perception 10
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

The Mutant. Every turn the monster gains a bonus in a Stat determined by what 3 mutations caused the transformations. The DM will roll a d4 with the assigned mutagens. Currently it's just strength.

Strength: The monster Grows in strength +1

Dexterity: The monster grows in Dexterity +1

Darkvision: The monster gains increased vision and advantage on it's attacks. 

Blood Maledict: When the monster hits 0 hit points, roll a 1d20+3 and restore that many hit points to Benny's Bane. This can be used once per time rolled and each roll does not stack.

 

Hunters Scent. Benny's Bane has advantage for finding feinds, fey, angels, and his party when hidden around him.

Actions

Multiattack. Benny's Bane gets 2 attacks when it attacks for it's turn. It also gets one Legendary action.

Crimson Mutation. As a bonus action, Benny's Bane can ignites his hand with a Crimson mutation, adding an extra 1d4 of damage when using that hand.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach #10 ft., #1 target. Hit: # (2d6 + #) [Slashing] damage. 

Charge Attack. Melee Weapon Attack: If Benny's Bane is 15 feet away from some creatures, as one of his attack actions he can charge towards his enemies. They must make a DCx Dexterity save, where x = Benny's Bane's current strength total. On a fail, a creature takes 2d8 force damage and is knocked prone. On a success, nothing happens.

Bonus Actions

Crimson Mutation. As a bonus action, Benny's Bane can ignites his hand with a Crimson mutation, adding an extra 1d4 of damage when using that hand.

 

Reactions

Opportunity Attack. If a creature leaves Benny's Bane's range of melee attack, it takes a free attack.

Legendary Action. As seen fit, Benny's Bane may take one legendary action in between one of the other players turn.

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

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.

Kazmuk

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