Huge Aberration, Lawful Evil
Armor Class 21 Natural Armor
Hit Points 650 (35d12 + 350)
Speed
STR
28 (+9)
DEX
14 (+2)
CON
28 (+9)
INT
10 (+0)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws STR +16, CON +16, WIS +13
Damage Resistances Cold, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison, Psychic
Condition Immunities Charmed, Frightened, Paralyzed, Stunned
Senses Passive Perception 23
Languages --
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Relentless Assault. Clouded Monk can make one additional attack per turn against a different creature if it hits with an attack.

Unstoppable Charge. If Clouded Monk moves at least 40 feet in a straight line, the next Crushing Blow attack it makes deals double damage and forces the target to make a DC 22 Strength saving throw or be knocked back 30 feet and stunned until the end of its next turn.

Mythic Endurance. When Clouded Monk drops to 0 HP for the first time, it instead regains 650 HP and removes all conditions affecting it.

Actions

Multiattack. Clouded Monk makes four Crushing Blow attacks or three attacks and one Charge Strike.

  • Crushing Blow. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 40 (6d10 + 9) bludgeoning damage.

  • Charge Strike. If Clouded Monk has moved at least 30 feet this turn, it makes a special Crushing Blow attack with advantage that deals an extra 22 (4d10) bludgeoning damage.

  • Shockwave Stomp (Recharge 5-6). Clouded Monk stomps the ground, creating a 120-foot shockwave. All creatures must make a DC 22 Dexterity saving throw or take 66 (12d10) bludgeoning damage and be knocked prone.

Legendary Actions

 

Overhead Slam (Recharge 2). Clouded Monk slams both fists down on a creature within 10 feet. It must make a DC 22 Constitution saving throw or be stunned until the end of its next turn.

Devastating Charge (Recharge 3). Clouded Monk moves up to 80 feet in a straight line. All creatures in its path must make a DC 22 Strength saving throw or take 55 (10d10) bludgeoning damage and be 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

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.

AlbinoGoomba

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