Spiked carapace (Low level):
The Choccy Thrall has a spiked carapace that, when physically attacked will cause a roll which decides whether or not the player takes damage (must roll higher than a 3 at low level)
Swipe: Thrall swipes with bladed arms: Melee Weapon Attack: +5 to hit, reach 3 ft., One target. Hit: 3 bludgeoning damage, 2 slashing damage
Jumping slash: Thrall jumps into the air and brings its arms down in a slash at the enemy's neck: Melee weapon attack: +10 to hit, reach 8ft., One target. Hit: 8 slashing damage
Choccy nugget throw: The Thrall throws off segments of its spiked exoskeleton: Ranged Weapon attack: Roll between 1 and 6 to decide how many segments thrown: +4 for each segment to hit, reach 20ft., Multiple targets. Hit: 2 Bludgeoning damage each.
Spike upheaval: The Thrall pushes it's arms underground and drives them up, under an adventurer: Melee weapon attack: Can only be used at 50% hitpoints: +11 to hit, reach 15ft., One target. Hit: 4 bludgeoning damage and a stunning effect which causes the person hit to lose a turn.
Impaling charge: The Thrall launches itself at an enemy and impales them on its arm: Melee weapon attack: Can only be used at lower than 25% hitpoints and comes with a one turn windup: +15 to hit, reach 10ft,. One target. Hit: 12 Piercing damage, 20% added to bleed meter
Intelligence not high enough to illicit a reaction
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
A 6ft tall Golem produced by the Choccy prophet to test your resolve. It has a Brown, jagged body composed of spikes of hardened choccy stuck together by some unnatural force. It has arms that end in vicious fused fingers and glowing purple eyes. It is not intelligent and cannot do anything beyond follow the orders of its creator
Lair and Lair Actions
The abandoned castle inhabited by the Choccy prophet and his generals
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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