Huge Beast, Typically Chaotic Neutral
Armor Class 13 Natural amour
Hit Points 15 (2d12)
Speed 35 ft., Climb 30 ft.
STR
7 (-2)
DEX
5 (-3)
CON
6 (-2)
INT
7 (-2)
WIS
8 (-1)
CHA
6 (-2)
Skills Animal Handling +3, Athletics +3
Damage Immunities Bludgeoning
Senses Darkvision, Tremorsense, Passive Perception 14
Languages --
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Battle Frenzy. When Azotsus is at or below one-quarter his maximum hit points, he can make one additional attack on his turn. 

Spellcasting. The Azotsus is a 1-level spellcaster. Its spellcasting ability is 1. The Azotsus cantrips (at will): druidcraft, mold earth 
1st level (2 slots): Cure wounds , absorb elements

Actions

Multiattack.  2 punches, one horn one punch, two horns. 

Horn Melee Attack. Melee Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 2) goring damage.

Punch melee Attack. Melee Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 1) bludgeoning damage.

charge melee attack. Melee attack +4 to hit reach 6 ft. up to 3 targets . Hit 4 (1d6+2) goring/bludgeoning damage 

Bonus Actions

Call of the wild.  Once per battle The Azotsus makes a deafening call and all beasts within a 100 mile radius come and join the battle. 

( DMs before leading your campaign into a battle with the Azotsus make sure to check out the beasts within a 100 mile radius. If you think this’ll be too hard feel free to shrink the radius)

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.

Habitat: DesertForestGrassland

WarriorDinAvens

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