Large Undead, Chaotic Evil
Armor Class 14 natural armour
Hit Points 157 (15d10 + 24)
Speed 25 ft.
STR
17 (+3)
DEX
10 (+0)
CON
18 (+4)
INT
6 (-2)
WIS
4 (-3)
CHA
1 (-5)
Damage Vulnerabilities Cold
Damage Resistances Acid
Condition Immunities Blinded, Deafened, Frightened, Grappled
Senses Passive Perception 16
Languages --
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

final breath(acid): when killed, the belcher releases an acid in a 10 ft square. stays on floor for 3 rounds. Dispersed by holy water or create and destroy water.

initial damage: 2d10+3   damage on floor: 1d8+1, for every turn spent in acid the acid does an additional 1d6+1 damage(acid)

Actions

Action Name. belch

Action Ranged Attack. Ranged weapon Attack, : dex saving throw DC 16, range 15ft cone. Can be cast every 3 turns

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

dumb

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: ForestGrasslandHillMountainSwampUrban

info1540

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