Ratdetta. Acererat has advantage on all rolls.
Ratatouille. Acererat can climb people if he is within 5 feet of you, using no movement. If he climbs you, you are controlled by him but only really shittily, like with crown of madness (yes, you attack him if there is no one else in melee range). While controlling a person, Acererat cannot be targeted.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one creature. Hit: 26 (10d4 + 1) piercing damage.
Enter the description for how bonus actions work for your monster here.
Get over here. Acererat moves up to 30 ft when someone moves away from him.
Acererat has no limit.
King Vermin's Shriek (Costs 0 Actions). A creature that Acererat can see within 60 ft must make a DC 23 Intelligence saving throw or take 39 (6d12) psychic damage, taking none on a save. If Acererat is controlling someone, he falls of their head and falls prone.
When Acererat dies, he regains all hp and gains the following mythic action. He has NO LIMIT!
King Vermin's Roar (Costs 0 Actions). A creature that Acererat can see within the same plane of existence must make a DC 23 Intelligence saving throw or take 78 (12d12) psychic damage, taking none on a save. If Acererat is controlling someone, he falls of their head and falls prone.
Description
The rat has returned, and he hungers for blood.
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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