this monster have a action, bonus action and reaction for the body and both hands but the body have different action, bonus action and reaction from the hands and the body and both hands have different hit point and if one of the hands die that hand canot be used but if the body dies the whole Creature dies body: 1000 hit points left hand: 500 hit points rigt hand: 500 hit points speed 10 feet
10 feet from every Direction thers a x feet deep water if a Creature is in the water for one minute the Creature gets drag down into the water and must do a CON save DC:18 on fail the Creature takes (10d8) and gets trapped under the water on there turn they re do the save and if the successful save the Creature get out of the water on fail the Creature takes (10d8) and is still Stuck under the water
Body Actions
Tentacle grab: A Tentacle Launch from the head grabbing a Creature the Creature must Succeed a DEX save DC:18 or get grappled and incapacitated on there turn they need to do a STR save DC:18 to Escape other Creature can also do the save to free the Creature 60 feet
Tentacle slam: A Tentacle Launch from the head slaming a Creature within 60 feet hit:8 (3d8+8) force damage the Creature a DEX save DC:18 or go pron
mind Scramble: the target must do a WIS save DC:16 on fail the target Becomes frightened, deafened and blinded this action can only be use every 5 turns
Hand Action
slam: a hand slams a Creature within 10 feet hit:8 (3d8+8) the target must do a DEX save DC:18 on fail the target goes prone
throw: if this Creature have grab a Creature or a object it can throw the thing its holding if it a Creature when it land it takes (2d12+8)Bludgeoning damage if it a object hit:8 (4d6+8) 60 feet force damage DEX save DC:16 successful save the target takes half damage
Body bonus action
mind attak: the user attaks the mind the target must Succeed WIS save DC:16 or tack (1d12+8) Psychic damage
Hand bonus Actions
grab: grab a Creature within 10 feet the Creature must Succeed a DEX save DC:18 or get grappled and incapacitated on there turn they need to do a STR save DC:18 to Escape other Creature can also do the save to free the Creature this can also grab object
hand Reaction
Push: the hand pushes a Creature within 10 feet 10 feet the Creature can do a STR save DC:18 to stay in placbut loses 10 feet moment speed fore the rest of his/her turn
3 Legendary Action
Earthquake: this Creature shakes the ground making earthquake all Creature on the ground must Succeed DEX save DC:20 or take (8D10) and goes prone
triple slam: a hand slams 3 Creature within 10 feet hit:12 (4d8+12)the target must do a DEX save DC:20 on fail the target goes pron
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
a gargantuan Creature with a octpus face and is green and with wings on it back but they cannot be use for flight this Creature almost never shows it legs
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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