Large Aberration
Armor Class 15 natural
Hit Points 60 (8d8 + 24)
Speed 40 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
6 (-2)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +5, WIS +3
Condition Immunities Charmed, Frightened, Grappled, Prone, Restrained
Senses Passive Perception 11
Languages --
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Liquid Form.

The Water Core can move through a space as narrow as 1 inch wide without squeezing. It can occupy the same space as another creature (no damage), and it is immune to being grappled or restrained.

Hydro Port.

When the Water Core starts its turn in water or rain, it can teleport up to 30 feet to another space containing water as a bonus action.

Soak.

Creatures hit by the Water Core’s water magic have disadvantage on the next saving throw they make against lightning or cold damage before the end of their next turn.

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities acid

Damage Vulnerabilities lightning

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] 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.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

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.

CassMcAss

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