| Mod | Save | ||
|---|---|---|---|
| STR | 19 | +4 | +10 |
| DEX | 13 | +1 | +7 |
| CON | 16 | +3 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +6 |
| WIS | 10 | +0 | +6 |
| CHA | 8 | -1 | +5 |
Elastic Skin. When the xynkx is attacked by a melee attack with a weapon that deals bludgeoning or piercing damage, roll 1d6. On a 1, the weapon bounces off of the xynkx and deals no damage. On a 2-6, the weapon bounces off the xynkx and hits the owner, dealing as much damage as usual. When the xynkx is attacked by a ranged attack or a melee slashing attack, roll 1d6. On a 1-5, the weapon bounces off the xynkx and deals no damage. On a 6, the weapon hits the xynkx and deals half the regular damage.
Ambiguous Body. The xynkx can fit into through any crack bigger than 13 inches, or any crevice bigger than 12 square ft.
Multiattack. The xynkx makes one Deadly Glare attack, and two Tentacle attacks.
Tentacle. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 5) bludgeoning damage, and the target has the Grappled condition (escape DC 15).
Deadly Glare (Recharge 4-6). Constitution Saving Throw: DC:18, each creature in a 30-foot Cone. Failure: 12 (3d6+3) Psychic damage, and the target has the Frightened and Petrified conditions until the end of its next turn. Success: Half damage and no conditions.
Charge. The xynkx moves up to its speed towards any creature it can see.
Counterattack. Trigger: An attack roll hits the xynkx. Response: The xynkx makes a Tentacle attack.
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 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 xynkx is a tentacled creature that roams cavernous territory, bringing fear to anyone who looks into its one eye.
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.







Comments