Large Swarm of Medium or Small humanoids, Lawful Evil
Armor Class 17
Hit Points 125 (4d10 + 125)
Speed
STR
10 (+0)
DEX
12 (+1)
CON
18 (+4)
INT
17 (+3)
WIS
15 (+2)
CHA
13 (+1)
Condition Immunities Blinded, Charmed, Deafened, Frightened, Petrified, Poisoned
Senses Passive Perception 20
Languages Common Sign Language, Dwarvish, Elvish, Hook Horror
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. Arthitch is a 5th level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
5th level (10 slots): [fireball], [flaming shield]

Actions

Impale. Arthitch impales the target with his staff. Reach 10 ft. If hit enemy takes 1d12 damage

One of many. Arthitch clones himself and spins making the enemies lose sight of him. All players make a perception check to see if they keep their eye on him.

BONK. Arthitch hits the target on the head. Reach, 10 ft. If hit, enemy takes 1d12 damage.

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

End of any being. Arthitch opens his mouth and targets a player, that player then takes overtime damage from life drain and must roll above 13 on a strength check to break out.

Mythic Actions

Summoner of all beings. Arthitch calls upon a random creature to attack a nearby sanctuary causing the players to leave to that location.

Enlargen.  Arthitch grows larger, all attacks have 2x the normal range

Description

Enter a general description for your monster here.

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: Hallowed Dark

Habitat: Underdark

IdrilValek

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