Multi-attack, The crescent may make two slashing strikes and one sweeping strike
Sweeping Strike, Dexterity DC saving throw - creatures take half damage on a save, all creatures within 10ft take 25 bludgeoning damage (3d10 + 10)
Slashing Strike, +18 to hit, 10ft reach, 1 target, 40 magical slashing damage (4d10 + 20)
Constrict, this can only be done to creatures grappled by the crescent. 60(10d10 +10) bludgeoning damage to all grappled creatures. If the grappled creature is killed or knocked uncious the crescent may lunge to another creature or pull another creature within 10ft into the grapple. This will deal no damage to the new target.
The crescent has one bonus action on each of its turns.
Charge, uses i movement speed (minimum of 30ft), the Crescent can move 2i distance in a straight line, it can charge through most objects and any creature it intercepts take must make a DC strength saving throw, upon failing that creature takes 20 (3d10 + 5) damage and is knocked prone
Grapple, The crescent lunges onto a creature with a size of large or anything smaller, the crescent then attempts to grapple with +16 to succeed. If it succeeds the crescent wraps its long gangly limbs around the creature grappling it. If the crescent is already grappling a creature of a size of medium or smaller it may use its bonus action to reach out with any limb and attempt to pull another creature with a size of medium or smaller into the grapple. This uses the previous grappling rules and the crescent can grapple a maximum of three creatures. Whilst the crescent is grappling a creature it is unable to make legendary actions.
Upon sucsessfully blocking an incoming melee attack the Crescent will retaliate by using a Slashing Strike against the creature that attacked it.
After using a reaction to use a slashing strike against a creature. The crescent will not be allowed to use a legendary action at the end of this creatures turn.
A crescent has 3 legendary actions
A legendary action can only be used at the end of another creatures turn
It regains all legendary actions when the crescent starts its turn
It can only use one legendary action at the end of another creatures turn
Move. The crescent can move by half of it's entire movement speed
Attack. The crescent can make a Slashing Strike attack
Description
A crescent is 12ft tall whilst being being no more than 2ft wide. For the best part it is the same figure as a humanoid, except for being incredibly tall and having dissproportionate limbs. Its arms fall far down to nearly reaching the floor. The crescent lacks any and all features other than a set of eyes and a large grinning mouth. Its smile creeps around its face to either side of its head whilst its beady black eyes are set within the smile. The only notable feature of a crescent is its pale white skin and being cold to touch. Perpahs this is a link to its origins.
Usually a crescent is stood tall, and slowly moves, being ignorant to most activity. However once a crescent has entered a rage state it drops onto all fours and crawls at a rapid speed
(Note, this creature is part of my campaign and there is law around; how it works, its origins, how they act, and why it has such low int, and cha. I have not put this information incase my players end up looking at this)
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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