Grave Trap. This creature starts off buried in the ground, attempting to hide. All creatures entering within 5 feet of this creature's hiding spot must make a DC 13 Stealth check or be Grappled by this creature. The grapple save is 12.
Spellcasting. None
Burial. This creature attempts to tackle a creature of medium or smaller size and burrow into the ground, taking the target with them. The target must make a DC 13 Dex save or take 4d4+3 Bludgeoning damage and be Restrained.
Claw. Melee Attack: +5 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 4) slashing damage.
None
None
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
A relatively short humanoid creature with no discernible features save for two giant bloodshot eyes and paper-white veiny skin. These undead creatures have giant claws designed primarily for digging and slashing through flesh. They live for the thrill of stalking and ambushing their prey, and almost always catch their quarry eventually.
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.
Previous Versions
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3/7/2024 10:28:02 PM
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0
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0
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5
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Coming Soon
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