Large Beast (Ambusher), Any Evil Alignment
Armor Class 19 Natural Armor
Hit Points 78 (3d10 + 2)
Speed
STR
19 (+4)
DEX
18 (+4)
CON
12 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
17 (+3)
Saving Throws STR +7, DEX +7
Condition Immunities Exhaustion, Invisible
Senses Passive Perception 17
Languages They can communicate with each other and have what seems to be a language
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Sight Smell and Hearing These beasts get advantage on all rolls to do with and of the senses 

Sonar Screech Due to their bat like nature they evolved a version of combative echo location.

Sound waves They can make a call that is so low it temporarily stuns anyone nearby.

Actions

Bite +8 to hit, reach 10 ft., 1 target. Hit: 8 (2d4) bludgeoning damage. 

Sonar Screech Ranged Weapon Attack: +12 to hit, range 30 ft., 3 target. Hit: 3 (2d12) psychic damage.

Intimidation +10 to hit, 1 opponent can be knocked prone if hit.

Sound waves +14 to hit, range 10 ft., freezes up to 2 opponents for 1 rotation. 

Maul +10 to hit, reach 6 feet, 1 target. (2d6) piercing damage.

 

Bonus Actions

Summon they can let out a call at a frequency only others of their species can hear to call for reinforcements when under 10 health. Roll a d4 for the number of reinforcements 

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

These are beasts that were sealed off from the world in a massive cave, they evolved to be better suited to the cave environment.

Lair and Lair Actions

A ginormous cave deep beneath the earth lines with plants and other similarly odd separately evolved creatures (Many bioluminescent) and a massive lake in the middle that gleams bright blue

Lair Actions

On initiative count # 3, the Canis Morbus takes a lair action to cause one of the following effects; the Canis Morbus can’t use the same effect two rounds in a row:

  • Pack attack: since there are so many still residing here they will team up and other beasts will emerge from any and all dark places in the cave to help with one attack
  • Home court: Since these animals are so adeptly tuned to this environment due to years of evolution  they can use the cave to their advantage and can hide or do snack attacks without even rolling

Regional Effects

The region containing a legendary beast's lair is blindness, which creates one or more of the following effects: being blind👍

If the Canis Morbus dies, these effects fade as soon as you leave the cave

Monster Tags: aberration

Habitat: CoastalForestGrasslandHillMountainSwampUnderdarkUrban

Syphilisthepaladin

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