Huge Beast, Neutral Evil
Armor Class 17 Natural Armour
Hit Points 450 (30d20 + 2)
Speed 35 ft., crushed all debrie and smaller ojects in way. cannot be slowed by difficult terrain
STR
20 (+5)
DEX
18 (+4)
CON
20 (+5)
INT
8 (-1)
WIS
8 (-1)
CHA
6 (-2)
Saving Throws STR +9, CON +9
Damage Vulnerabilities Piercing
Damage Resistances Piercing and Slashing from nonmagical attacks
Damage Immunities Acid, Poison
Senses Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Chitin body. Natural armor that is as tough as steel and is several inch's thick in most areas across body.

Predatory senses.  Has superior dark vison up to 60 feet.  Can smell blood and determine which prey is about to die,  Cannot be blinded or senses dulled when in combat.

Relentless Devourer.  While target is grappled it will take an additional 1d8 slashing damage, and and additional 1d4 acid damage from 

Actions

Multi attack:  can make two clawed attacks and a single bit attack, or two ranged acid or web attacks.

Action Claw attack. Melee Weapon Attack:  1d20+5 to hit.  Hit(3d6+5 slashing)

Mandible bite.  Melee attack.  1d20+5 to hit.  Hit(2d8+5 slashing + 2d4 acid) must make a contested athletics or become grappled. 

Acid spit/ Sticky bile spit.  range 50 feet on both spit attacks. 1d20+4 to hit.  Acid spit(2d6+4 acid damage)  sticky bile(4acid damaged, Dex save 16, on fail become stuck in current spot until a STR check of 15 is made to break loose.  While stuck all grapple attempts have advantage)

 

 

Bonus Actions

Bonus Action 

Gorge.  can devour organic material next to it, including cannablism to regain [roll]2d6+2[/roll] temporary hit points

Burrow. can burrow into ground hiding its large body and gaining +2 to AC as if it were under partial cover

Bile sac.  can send bonus action to fill its bile sac to to turn acid spit into a 15 ft cone and add adintional 1d6 acid damage.  (Can only be used once per three turns)

Reactions

Opportunity attack.  may attack with claws at targets leaving melee range

Chitin guard.  May shift body once per turn to cause ranged attacks to hit thickest part of chitin armor and negate ranged damage.

Chitin guard. May shift body to cut physical damage in half due to striking thickest parts of chitin armor

Legendary Actions

Sever Body. (Costs 1 Actions). as an action Matriarch can use its own mandible to chew through its body effectivly cutting it in two.  the rear section of body with 6 legs still attached will start thrashing around and moving in random direction swinging and swiping with its clawed tail in a 10 ft circle around it for 10 turns or hp is droped to 0  Matriarch suffers loss of 50% loss of health when done but gains additional 10ft of movement due to excess weight being cut loose.

Brood call. Can emit a scream forcing surounding eggs to hatch prematurely.  All new hatchlings will have 12 health and disadvange on attacks. all hatchlings take turn imediatly after matriarch.

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

Abnormaly large Chaurus towering over its offspring.  Hard chiten plating cover majority of its body expct for softer looking underbelly.  Masssive pincer like jaw with serated and sharp mandibles made for ripping and tearing.  Roughly 12 legs down the legnth of its body allowing for agile movement in its underground habitat.  

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: Underdark

RyanMartinez73188

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