Large Monstrosity, Neutral
Armor Class 18 perfect body
Hit Points 75 (5d12 + 25)
Speed
STR
16 (+3)
DEX
16 (+3)
CON
20 (+5)
INT
14 (+2)
WIS
8 (-1)
CHA
10 (+0)
Saving Throws STR +5, DEX +5, CON +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Passive Perception 9
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Biomancy - manipulation of the body

  • bones
  • muscles 
  • organs

bleeding -  additional 1d6 damage every round that a bloody wound is not healed.

perfect body

Actions

Unarmed Strike - due to your increased muscle mass, you may add your constitution modifier to attack rolls and damage rolls of your unarmed strikes, this ability also grants you a 1d6 for the attack.

Removal of sense - at a number of times equal to your constitution modifier, you may restrict a sense from an individual, to do so, the individual must roll a DC x consitution save, on a fail, the caster can choose which sense to restrict, for up to 3 rounds.

Bone Manipulation - as an action, a number of times equal to your consititution modifier, you can touch a creature and manipulate their bones, either to damage their skeletal structure or to ruin their body's foundation. (damage - con save/ 8d6 piercing damage + bleeding)

Bonus Actions

Roids - as a bonus action you may add your constitution modifier to the attack rolls and damage rolls of one creature who uses physical attacks (1 round). 

Bone Blade - as a bonus action, you may turn your own bones into a sword, that you may attack with, it has a magical +1 to hit and damage, as well as being a 1d8+STR+CON for damage.

Reactions

you missed - as a reaction you may shift your vital organs and skin to lessen the damage taken, take half damage from a single source once per turn.

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.

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.

Devon76232

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