Consume Magic. After feeding on magic, the Commagia can use it for many different purposes.
BOLSTER- converts the magic damage to hit points.
REFLECT- causes effect from spell, even saving throws, on different target.
INSTANT EVOLUTION- uses the magic to force their body to undergo rapid evolution leading to an extra ability. - evolves wings for flight, armor plating for boost to AC, fire breath etc.
Unseen Predator. Can cast invisibility once a day.
Lure. Can innately cast minor illusion of an injured creature or humanoid.
Pack tactics. Gains a +1 to hit for every Commegia within 10 feet of their target.
Action Name. Enter the description for your action.
Eviscerate. Slashes with razor sharp claws. Melee Weapon Attack: +9 to hit, reach 5 ft., # target. Hit: # (3d8+ 9) [slashing] damage.
Tail whip. Uses its three long tails to flay the enemy. Melee Weapon Attack: +9 to hit, reach 10ft., 3 target. Hit: # (3d10+ 9) [slashing] damage.
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Enter the description for how bonus actions work for your monster here.
Shield. Casts the shield spell instinctively upon getting hit. Recharge 4 on a d4.
Feed. Can consume many spells used against it. (DMs discretion. Refer to consume magic for effect). Recharge 5 or 6 on A D6
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
The Commagia evolved to hunt with magic, being drawn to spellcasters and magical creatures as preferred prey. These fairly large creatures hunt in packs of 3 or 4, preferring to use thier lure ability or a singular creature as bait while the others attack from the side and behind. Many a foolhardy adventurer has met thier downfall at the hands of these creatures, as spells and magical weaponry have little effect on them.
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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