Large Beast, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 20 (2d12 + 5)
Speed 30 ft., Climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws DEX +7
Condition Immunities Blinded
Senses Passive Perception 15
Languages Crimisichareon
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits
  • Chameleon Camouflage: The Crimson Chameleon can change its color to match its surroundings, granting it advantage on Stealth checks.   
  • Hypnotic Gaze: Once per day, the Crimson Chameleon can use its mesmerizing eyes to charm a creature within 30 feet. The target must succeed on a Wisdom saving throw or be charmed for 1 minute.
  • Prehensile Tongue: The creature’s long, sticky tongue can grapple a target up to 15 feet away. The target must succeed on a Strength saving throw or be pulled towards the chameleon and restrained.
Actions

Slash: +5 to hit, reach 5 ft.,  Hit: 15 (1d10) slashing damage. 

Quick Flick: , range 5/30 ft., Hit: 10 (2d6 + 2) bludgeoning damage, the target must succeed a DC 10 DEX saving through or on their next turn they can only take a bonus action.

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

The Crimson Chameleon is a solitary hunter, preferring to ambush its prey from above. It is highly territorial and will fiercely defend its hunting grounds from intruders. This creature is a large, reptilian beast with scales that shimmer in shades of red and orange. It has the ability to blend into its surroundings, making it nearly invisible when it stands still. Its eyes can move independently, allowing it to keep an eye on multiple targets at once.

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: Obzedat

Habitat: Forest

Logman27

Comments

Posts Quoted:
Reply
Clear All Quotes