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.
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.
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
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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
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