Huge Aberration, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 104 (12d10 + 33)
Speed
STR
20 (+5)
DEX
13 (+1)
CON
18 (+4)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +8, INT +7
Damage Resistances Force, Piercing
Senses Passive Perception 15
Languages Primordial (through telepathy.)
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Triangle Resistance.  If a weapon does have anything triangle-related things on it, that weapon deals 0 slashing, bludgeoning, or piercing damage.

 

Actions

Multiattack. This creature uses two Tentacle attacks, then uses a Bite attack.

Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., 2 targets. Hit 15 (3d6 + 4) bludgeoning damage. A creature hit by this attack must make a DC 15 Strength saving throw or be grappled. Up to four creatures can be grappled in this way.

Bite. RangedWeapon Attack: +5 to hit, range 5ft., 1 target. Hit 48 (5d8 + 4) piercing damage. This attack can only be used on creatures who are grappled by the Tentacle attack.

Bonus Actions

Throw. This creature throws a creature grappled by Tentacle, dealing 7 (2d6) bludgeoning damage.

Reactions

Tentacle Strike. If this creature has a free tentacle, then it uses a Tentacle attack on a creature that just moved within 5 ft. of it.

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

This monster is a large prism-shaped beast with a single, large eye in the center and four tentacles sprouting from its base. The base also has its mouth where it viciously devours its victims. This beast also floats as it's main movement.

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.

MrE_DM

Comments

Posts Quoted:
Reply
Clear All Quotes