Death Burst. When the xeg-yi dies, it explodes in a burst of necrotic energy. Each creature within 10 feet of it must make a DC 18 Dexterity saving throw, taking 20 (4d6 + 6) necrotic damage on a failed save, or half as much damage on a successful one. Any nonmagical armor worn by a target hit by the burst is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Pure Necrosis. A creature or nonmagical object that the xeg-yi touches with the end of its tentacles takes 9 (1d6 + 6) necrotic damage.
The xeg-yi makes one attack with its tendrils or uses its Necrotic Bolt if it can.
Tendril. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 6 (1d4 + 4) necrotic damage.
Necrotic Bolt (2 Per Day, Recharges with Long Rest). The xag-yi fires a bolt of necrotic energy at one target it can see within 30 feet of it. The target must succeed on a DC 16 Dexterity saving throw or take 9 (1d6 + 6) necrotic damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative -1 penalty to the AC it offers.
Enter the description for how legendary actions work for your monster here.
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
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own initiative and acts on its own turn.
While your familiar is within 100 feet of you, you can communicate with it telepathically.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an Attack roll, you use your Attack modifier for the roll.
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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