Trait Name.
Legendary Resistance (2/day). If Cochise fails a saving throw, she can choose to succeed instead.
Spellcasting. The Cochise "Warden of Rot" is a 7-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Cochise "Warden of Rot" has following Druid, Warlock spells prepared:
Cantrips (at will): Thorn Whip, Chill Touch
1st level (5 slots): Entangle,
3rd level (4 slots): Vampiric Touch, Erupting Earth, Summon Undead,
4th level (3 slots): Blight,
5th level (2 slots):Insect Plague, Contagion,
7th level (1 slots): Finger of Death
Rot Crown Slam. Melee Weapon Attack: +10 to hit, reach 10 ft., one target.
Hit: 2d12 + 6 bludgeoning + 2d8 necrotic. The target must succeed on a DC 16 Con save or gain 1 level of exhaustion as their life force is drained.
Summon Rot Beasts (Recharge 5–6). Cochise summons 1d2 Thornbeasts (custom creature, CR 2–3) that serve for 1 minute or until slain.
Fungal Bloom (1/day). A 30 ft. radius around Cochise erupts with spores and decay. Enemies must make a DC 17 Con save or take 6d8 necrotic damage and become blinded for 1 minute (repeat save each turn). Plants and corpses in the area rise as zombies under Cochise's control.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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Fungal Grasp. Roots burst from the ground, forcing one creature within 30 ft. to make a DC 15 Strength save or be restrained.
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Blight Step. Cochise moves up to 15 ft. without provoking attacks of opportunity. Terrain she passes through becomes difficult terrain and rots visibly.
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Consume Essence (Costs 2). Targets a restrained or dead creature within 10 ft. The body rapidly decomposes as she absorbs it, regaining 20 HP.
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.
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