Celestial embodiment: does double damage to anything with a evil alignment.
Many Legged and winged: Has 40 ft walking and a 60 ft flying speed.
Multi attack: Does one claw and one bite attack.
Darkvision.
Spellcasting. The [Celestial Centipede] is a #5-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC #15, +#6 to hit with spell attacks). The [Celestial Centipede] has following [holy] spells prepared:
Cantrips (at will): [toll the dead], [sacred flame]
1st level (# 3): [cure wounds], [guiding bolt]
2nd level (#1): [silence], [hold person]
Claw. Melee Weapon Attack: +#5 to hit, reach #5ft., #1 target. Hit: 8 (2d4 +3 ) [Slashing] damage.
Bite. Melee Weapon Attack: +#5 to hit, reach #5ft., #1 target. Hit: 10 (2d6 +3 ) [piercing] damage. Also must make a dc 15 con or be poisoned doing (2d4) poison damage.
Many legged stab. Melee Weapon Attack: +#5 to hit, reach #5ft., 4 target. Hit: 10 (1d8 +3 ) [piercing] damage.
Acidic spit. Ranged Weapon Attack: +#5 to hit, range 20/60 ft., #1 target. Hit: # (3d4+ 3) [acid] damage.
Insectoid screech. Anything within a 30ft radius of creature must make a dc 15 con save or be deafened for one round.
Thousand legged jungle gym. must succeed a dc 13 dex save to get past the many legs to escape.
Enter the description for how legendary actions work for your monster here.
Many legged clutch (Costs 1 Actions). Holds one creature in its many legs.
Digest. (cost 1 action) It unhinges its jaw and swallows a person whole doing 2d6 acid damage until freed.(must be grapples first)
Acid pond (cost 1 action). spits a pool of acid in a spot within 20ft with a 10ft radius if a creature starts their turn in that area they take (2d4) acid damage
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
A half angel half centipede monstrosity. banished to the hells for a long past wrong. cursed to be the gatekeeper of the upper layers of hells as their eternal punishment.
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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