Large Undead, Chaotic Evil
Armor Class 15 Natural Armor
Hit Points 136 (16d10 + 48)
Speed 45 ft., walk 45 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
10 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws DEX +4, CON +6
Skills Athletics +7, Perception +7, Stealth +4
Damage Resistances Necrotic
Damage Immunities Poison
Senses Blindsight, Passive Perception 16
Languages none
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits
  1. Darkvision: 120 ft. (due to its numerous eyes).
  2. Undead Resilience: Immune to poison and exhaustion. Has advantage on saving throws against being charmed or frightened.
  3. Wall Crawler: Can move along walls and ceilings without needing to make an ability check.
  4. All-Seeing Eyes: Advantage on Wisdom (Perception) checks and saving throws against illusions.
  5. Undead Regeneration (optional): Regains 10 hit points at the start of its turn unless it has taken radiant damage.
Actions

 

  • Multiattack: The monster can make two tentacle attacks and one bite attack.
  • Tentacle: Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 10 (2d6 + 4) bludgeoning damage. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).
  • Bite: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 4) piercing damage. If the target is grappled, the bite deals an additional 5 (1d10) necrotic damage.

 

 

Bonus Actions

Shifting Structure: The Tentacled Undead Horror rearranges its form to become harder to hit. It takes the Dodge action until the start of its next turn, as its body rapidly shifts and twists unnaturally.

Reactions

Unnatural Adaptation: Once Per Long Rest you can add +10 to a saving throw of your choice

Legendary Actions

 

  • Eye Beam (2 actions): The monster fires a beam of necrotic energy from one of its eyes. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 14 (4d6) necrotic damage. The target must succeed on a DC 15 Dexterity saving throw or take full damage (half damage on a success).
  • Tentacle Storm (2 actions): The monster thrashes its tentacles wildly. Each creature within 10 feet must succeed on a DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone. Creatures that succeed on the save take half damage and are not knocked prone.

 

 

Mythic Actions

Mythic Action Name. 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

An undead Monster made of Bones and flesh with tentacles and eyey all over his body lurking in the shadows, infiltrating and serving only his masters commands. 

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.

Monster Tags: undeadAbominations

dEsTrOiEr200022344

Comments

Posts Quoted:
Reply
Clear All Quotes