Large Beast, Chaotic Neutral
Armor Class 14
Hit Points 166 (7d20 + 26)
Speed 30 ft., Walk 20 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
16 (+3)
CHA
10 (+0)
Senses Passive Perception 16
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Actions

Action Name. Enter the description for your action.

Grab. Melee Weapon Attack: +4 to hit, reach 5 ft. , 1 target. Hit:  (2d6 + 4) [ piercing] damage . target must make dc 13 strength save on a fail target is prone and Argentavis can no longer use Grab or slash

Slash. Melee Weapon Attack: +4 to hit, reach 5  ft., 1 target. Hit:  (3d6 + 6) [slashing] damage. 

Peck. Melee Weapon Attack: +4 to hit, reach # ft., # target. Hit:  (4d4 + 2) [piercing damage] damage.

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.

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.

HermitCrab

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