Medium Humanoid, Neutral Evil
Armor Class 16
Hit Points 35 (7d8 + 65)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
16 (+3)
INT
10 (+0)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +7, DEX +6, WIS +1
Damage Immunities Poison
Condition Immunities Charmed, Frightened
Senses Darkvision 90 ft., Passive Perception 3
Languages Understands common, but cannot speak
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Control Cord. An Assimilated Monk has a fleshy cord extending from their back that ascends to the roof of the room they inhabit. When they are brought to 0 Hit Points, instead of dying, they become incapacitated. This effect ends after 3 rounds, where they will restore to half of their maximum hit points. 

A creature can choose to attack this cord while the Assimilated Monk is at 0 Hit Points (AC: 12). On a hit, the cord is cut. Additionally, if a creature targets the Assimilated Monk with an attack and lands a critical hit, they can choose to cut the cord instead of attacking the monk. When the cord is cut, the monk dies.

Evasion. When the Assimilated Monk is subjected to a Dexterity saving throw, they instead take no damage on a success, and half damage on a failure.

Mobile. When the Assimilated Monk makes a melee weapon attack against a creature, that creature cannot make an opportunity of attack against the Assimilated Monk for the rest of its turn, regardless of whether it hits.

Actions

Multiattack. The Assimilated Monk makes two attacks with its Unarmed Strike.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) bludgeoning damage. On a hit, the Assimilated Monk may attempt to subject a target to one of the following effects:

  • The target must succeed on a DC 16 Strength saving throw or drop one item of the monk's choice.
  • The target must succeed on a DC 16 Dexterity saving throw or be knocked prone.
  • The target must succeed on a DC 16 Constitution saving throw or be stunned until the end of the monk's next turn.
Bonus Actions

Dash. The Assimilated Monk can take the dash action as a bonus 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.

BardBoiTheBard

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