Medium Humanoid, Neutral Evil
Armor Class 20
Hit Points 104 (13d8)
Speed 30 ft.
STR
16 (+3)
DEX
16 (+3)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws INT +9
Skills Intimidation +6
Damage Resistances Acid
Senses Blindsight, Passive Perception 16
Languages Common
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

TElEPATHIC MASTER the chain guard can automatically read the thoughts of any humanoid that it can see that isn't protected bye any magic that would prevent this.

Actions

MUlTIATTACK the chain guard makes two attacks with its chain and one attack with its psychic blast

 

CHAIN +8 to hit13(2d10+3)slashing damage the target must succeed on a dc16 strength save or the target is grappled and takes 3d8 thunder damage on a fail and half damage on a save.

PSYCHIC BLAST dc18(int) save or take 3d8 psychic damage.

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.

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.

Monster Tags: humanoid

Habitat: Urban

Darklordbunny

Comments

Posts Quoted:
Reply
Clear All Quotes