Large Fiend, Chaotic Evil
Armor Class 12 Natural armour
Hit Points 60 (12d10 + 5)
Speed
STR
20 (+5)
DEX
15 (+2)
CON
8 (-1)
INT
2 (-4)
WIS
15 (+2)
CHA
1 (-5)
Saving Throws STR +7, DEX +4
Damage Vulnerabilities Bludgeoning, Slashing
Damage Resistances Piercing
Condition Immunities Frightened
Senses Passive Perception 16
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Blood Thirsty. Every failed con bite +1 to hit max 10

 

 

Actions

bite. 1d4 failed con add 1d6 piercing 

Claw. 1d6 slashing

Horn Strike. 1d4 bludgeoning acrobatics or athletic check fail = pinned on horns

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

It’s a wendigo

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.

Habitat: Forest

KingslayerJeff

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