Small Construct, Any Alignment
Armor Class 15 Natural Armor
Hit Points 40 (8d8 + 8)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
16 (+3)
INT
3 (-4)
WIS
3 (-4)
CHA
3 (-4)
Saving Throws STR +4, DEX +6
Damage Vulnerabilities Fire, Lightning, Radiant
Damage Resistances Necrotic
Damage Immunities Psychic
Condition Immunities Blinded, Frightened, Paralyzed
Senses Passive Perception 10
Languages --
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Fleshborn. The Fleshborn is resistant to Necrotic damage and immune to Psychic. It is Vulnerable to Fire and Lightning damage. 

Tricameral. The Fleshborn can take three Bite attacks when it takes the Attack action. 

Sharkskin. The Fleshborn has +2 to its Armor Class (base 13)

Semiaquatic. The Fleshborn has a Swim Speed equal to its walking speed.

Bound. The Fleshborn knows the location of its creator at all times, and can hear their commands while within 1 mile and on the same plane. The creator can use their Bonus Action to order the Fleshborn to take the Attack action. 

Actions

 

Multiattack. The Fleshborn makes three Bite attacks or one Slam attack when it takes the Attack action. 

BiteMelee Weapon Attack, +7 to hit, range 5ft., single target 

Hit:  3 (1d6) Piercing. 

Grapple. When the Fleshborn hits  a creature whose size is medium or smaller with all three Bite attacks on its turn, it can attempt to Grapple the target (DC13 STR check)

Slam. Melee Weapon Attack, +10 to hit, range 5ft., single target

Hit: 8 (2d8) Bludgeoning.

 

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

The Three-Headed Shark Fleshborn is a creature crafted by a Flesh Weaver as their Fleshborn companion. 

Material Requirements: 

  • Three shark heads 
  • One heart from a Small creature 
  • The blood of one Hydra

 

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.

Catimus_Prime

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