Medium Or Small Monstrosity
Armor Class 16 Natural Armor
Hit Points 95 (10d10 + 40)
Speed 60 ft., walk 40 ft.
STR
18 (+4)
DEX
16 (+3)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
14 (+2)
Saving Throws DEX +6, CON +7, WIS +4
Skills Perception +4, Stealth +6
Damage Immunities Poison, Psychic
Senses Darkvision 60 ft, Passive Perception 14
Languages --
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The Spined Terror has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Spined Terror's weapon attacks are magical.

Actions

Multiattack. The Spined Terror makes three attacks: one with its bite, one with its claws, and one with its tail spines.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 7 (2d6) poison damage.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tail Spines. Ranged Weapon Attack: +6 to hit, range 30/60 ft., one target. Hit: 14 (3d6 + 4) piercing damage plus 7 (2d6) poison damage.

Psionic Blast (Recharge 5-6). The Spined Terror emits a wave of psionic energy. Each creature within 20 feet of the Spined Terror must make a DC 15 Intelligence saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one.

Oblivion Wing (Recharge 5-6). The Spined Terror releases a beam of dark energy from its wings. Each creature in a 30-foot line that is 5 feet wide must make a DC 15 Dexterity saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one. The Spined Terror regains hit points equal to half the necrotic damage dealt.

Description

Enter a general description for your monster here.

adammote01

Comments

Posts Quoted:
Reply
Clear All Quotes