Large Monstrosity, Chaotic Evil
Armor Class 13 natural
Hit Points 20 (1d8 + 1)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
19 (+4)
WIS
16 (+3)
CHA
13 (+1)
Damage Vulnerabilities Acid
Damage Resistances Necrotic
Condition Immunities Frightened
Senses Passive Perception 8
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Special Trait Name. magic missile 

Spellcasting. The [Acolyte of sorr-tarr] is a 2-level spellcaster. Its spellcasting ability is [strength] (spell save DC 1d6, +3 to hit with spell attacks). The [Acolyte] has following [3] spells prepared:
Cantrips (at will): [Magic missile], [Sorak fire] 
1st level (3 slots): [guiding bolt], [eldrick blast] 

Actions

Action Name. claw wipe

Action Melee Attack. Melee Weapon Attack: +11 to hit, reach 3ft., 1 target. Hit: 1 (1d4 + 1) [bludgeoning] damage. 

 

Bonus Actions

none

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

evil to the core

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.

orinbigaxe

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