Medium Or Small Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 238 (24d8 + 130)
Speed 45 ft., Swim 30 ft.
STR
24 (+7)
DEX
22 (+6)
CON
20 (+5)
INT
17 (+3)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws STR +14, DEX +13, CON +12
Damage Resistances Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Blindsight 10 ft., Darkvision 180 ft., Passive Perception 13
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits


Fear Eater.
 The Dread has advantage on attacks against enemies it has frightened, attacks against these targets do an additional 2d4 psychic damage. If a frightened creature is killed by the dread, it howls and recovers 3d8+4 hp.
Immutable Form. The slayer is immune to any spell or effect that would alter its form.

Brutal Attacks. Attacks made by the dread will crit on a 19 or 20.

Legendary Resistance (2/Day). If the dread fails a saving throw, it can choose to succeed instead.

Magic Resistance. The Dread has advantage on saving throws against spells and other magical effects.
Magic Weapons. The dread's physical attacks are magical.

 

Actions

Multiattack. The slayer makes 2 claw attacks, 1 bite attack, and a tail attack

Claw. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage. 

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) piercing damage plus 11 (2d10) necrotic damage. A creature who is brought below 0 hp with this attack is devoured and is instantly killed. Any creatures who can see the dread must make a DC 17 wisdom saving throw or become frightened. Those who are frightened can repeat the save at the end of their turn.

Tail. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 7) bludgeoning damage. 

Horrifying Screech (Recharge 6). The Dread exhales a piercing yell in a 60 foot cone. Each Creature must make a DC 20 charisma saving throw, taking 66 (12d10) thunder damage and becoming frightened on a failed save, or half damage on a successful one. Those who are frightened can repeat the save at the end of their turn.

 

Bonus Actions

Uncanny Targeting (Recharge 5-6). The dread moves up to its speed to another target, this movement does not trigger opportunity attacks.

 

Reactions

Terrifying Gaze. Upon taking 25 or more damage in a single attack, the Dread can use its reaction to unleash a terrifying gaze at the one who dealt the damage. The target makes a DC 21 wisdom saving throw or becomes frightened for 10 rounds. Targets frightened by this gaze are stunned. Targets may repeat this save at the end of their turn.

Opportunity Attack. Opportunity attacks by the dread are made using it tail and so can be made at a range of 10 ft.

Legendary Actions

The slayer can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The slayer regains spent legendary actions at the start of its turn.

Detect. The Dread makes a Wisdom (Perception) check with advantage.


Unholy Bile.
The Dread spits bile at a target within 60 ft. The target must make a DC 15 Dexterity saving throw, taking 10 (4d4) Acid damage and having its speed halved during its next turn on a failed save, or half damage on a success.

Tail Whirl (2 actions). The Dread quickly swings its tail in a circle of 10 ft radius around itself. Anyone in the range must make a DC 17 Dexterity saving throw, taking 16 (2d8 + 7) bludgeoning damage and knocked prone on a failed save, or half damage on a success.

Terrible Charge (3 actions). The dread can move its full speed, opportunity attacks against it deal half damage and are made at disadvantage. It makes a claw attack against any enemy it comes within 5ft of.

 

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

A Terrifying form granted by Byoric to his greatest followers. This from is intended to bring fear to all who look upon it. Its exact form differs with who it is granted to, but it averages 8ft tall (however it stands closer to 7ft due to a hunched posture). Its face resembles the fears of those who see it. It has large 6 fingered claws and a long bulbed tail.

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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