Attached: it cannot be moved from its original spot but can be moved if said original spot moves (if the place he is attached to blows up, he moves along with the object)
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 25(5d6 + 10) piercing damage.
Tendril. Ranged Weapon Attack: +5 to hit, range 75/120 ft., 1 target. Grapples a target and pulls it 30 feet closer every turn, the grapple escape dc is 13 plus atlhetics
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
One of the few members of the arutkem family, it tends to sprouts from the ceiling and grapples prey and spits their bones out when its finished
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.
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