Reality-piercing tentacles. The atrocity summons a portal it disappears into as it uses its tentacles to attack and will remain hidden until the tentacles are downed.
Teleportation. It teleports to the player with the lowest health to deliver the killing blow
Action Name. Enter the description for your action.
Claw strike. Melee Weapon Attack: +14 to hit, reach 8 ft., # target. Hit 3 (1d20 + 1d4) bludgeoning damage.
Tentacle strike. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: 2 (2d12 + 3) piecing damage. grapple if player fails strength saving throw of 15
Clone. when at half-health, it will create a clone, weaker, and has red skin, sharp teeth capable of limited speech, and the same 4 mechanical tentacles though notably mechanically inferior.
Moment of weakness. if damaged by a large source of electricity it is paralyzed and the tentacles on its back can be ripped out if the player rolls a 16 or higher in strength destroying it and taking 25% of its health
Purifying effect. Any player grappled by it doesn't escape in 3 turns then it removes the target's ability to cast magic for the remainder of the encounter
Disease destroyer. at the start of the encounter, all players roll a straight d20. The player with the lowest roll is the target starting the encounter, and until that player is knocked out or dead atrocity will stop attacking and disappear
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
No one truly knows where this abomination comes from but it randomly targets any unfortunate traveler it deems a disease to the world with no true allegiance but to the world, so any god that is part of the natural order may be able to reason with it.
it is 14 feet tall, has glowing red eyes, the body is pale white skin and black scars that resemble a spider nearly featureless with its left leg a stump a large club-like claw, and 4 mechanical claws that seem far too advanced for this world.
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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