Large Elemental, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 26 (3d6 + 5)
Speed 15 ft.
STR
14 (+2)
DEX
11 (+0)
CON
17 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws STR +4, CON +5
Skills Deception +25
Damage Resistances All
Damage Immunities Acid, Bludgeoning
Senses Passive Perception 12
Languages Pokemon
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Melting Aura. All metal weapons deal 1/2 as much damage within 50ft. of this monster, and does contact damage for 3 hit points per round that you are in the aura.

 

Actions

 

Fire Punch. Any to hit, range 10/20 ft., 1 target. Hit: 2d12 + 5 radiant damage

Flaming Splitbow.  11+ to hit, range 90/500 ft., All targets. Hit 1d12 + 4 piercing damage per target hit

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

Sleeps often, but when it senses danger, it wakes up to stop whatever happened, and it has been known to harm intruders that are looking for its treasure, but it will give it to people who don't hurt its Rolycoly buddies.

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.

Habitat: DesertMountain

Scuba_Metall_Neo

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