Huge Monstrosity, Typically Chaotic Evil
Armor Class 16 (19 in Coil)
Hit Points 150 (10d20)
Speed 60 ft.
STR
12 (+1)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Skills Deception +0
Senses Darkvision, Passive Perception 15
Languages --
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Scientific Modification. This monster was created in a lab by unethical scientists its has multiple body modifications it can deploy from its body.

Marrow Blades. The monster sprouts razorlike bones talons from its elbows stretching 5ft. in length.

Minor Telepath. Can manipulate small objects and peer into its victims minds/charm them

 

Actions

Melee Attack. Claws: +7 to hit, reach 15 ft., 1-2 target. Hit: 20 (2d8 + 8) [slashing] damage.

Melee Attack. Marrow Blade: +7 to hit, reach 15ft., 1-2 targets. Hit: 25 (2d10 + 10) [slashing] damage.

Melee Attack. Tail Slam: +10 to hit, reach 35ft., Hit 45 (5d8 + 5}

Ranged Attack. Telekinesis: +5 to hit, range 0/300 ft., multi target. Hit: 15 (3d6 + 6) [bludgeoning] damage

Hypnosis. Gazes into the eyes of target creature it can see: creature must pass a DC15 Cha saving throw or be charmed for 1 minute.

 

Bonus Actions

Coil. The monster coils its body around itself protecting it weaker underbelly by surrounding itself with its tail covered in hard scales. 

Reactions

Cunning speed. If a target would leave its melee range without disengaging the monster may make a melee attack against it as a reaction

Mental Prowess. If an object under 10lbs is used as a thrown or ranged weapon attack the monster may use its reaction to catch the object with its mind and make an attack with it.

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.

Habitat: Underdark

AnimaniacGaming

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