Large Plant, Neutral Good
Armor Class 11 Natural
Hit Points 63 (10d10 + 12)
Speed
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws DEX −3
Damage Resistances Bludgeoning
Senses Passive Perception 10
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Shocking defense. Any Melee attack performed on the creature hits the attacker or 2d6 lightning damage. 

Actions

 

Touch. melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d6 + 2) lightning damage. 

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.

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.

Habitat: CoastalUnderwater

AdamCaseyDnD

Comments

Posts Quoted:
Reply
Clear All Quotes