Large Monstrosity, Chaotic Evil
Armor Class 15
Hit Points 58 (8d6 + 2)
Speed 20 ft., When it moves it takes 1 point if damage due to the adjustments of its limbs , Walk 20 ft. When it moves it takes 1 point if damage due to the adjustments of its limbs
STR
16 (+3)
DEX
19 (+4)
CON
11 (+0)
INT
7 (-2)
WIS
15 (+2)
CHA
2 (-4)
Saving Throws STR +5, DEX +6
Condition Immunities Frightened, Stunned
Senses Passive Perception 18
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Limb tear. Once every three turns the cluster can choose one target to tear a limb from. DC save is 18 strength saving throw. Limb is torn from target and cluster will attach the limb to itself, the skin will form into the cluster’s( if creature is killed within 24 hours of limb being taken, then the limb taken will magically return to victim)

Actions

Bite. The neck of one of the heads attached to the cluster extends and the head will bite down on closest creature:+2 to hit, reach 10 ft, 1 target. 1d6+2 piercing damage

Claw. The arms extend out to claw at nearest creature +2 to hit, reach 5 ft., 1 target. (1d6 + 0) [slashing] damage.

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

At first sight from afar, it looks to be some sort of cluster of dead tree branches, white and mangled.

Aproaching. You realize this isnt a dead tree. It is a pile of pale white bodies. They seemed to be fused terribly and in random spots. Arms, legs and heads pop out of every surface of this creature. Towards the bottom, seeming to be its transportation, it has arms and legs clustered to form four legs around this ball of limbs. It has black empty sockets for eyes and gaping mouths that scream in pain at every movement.

when the cluster moves you hear the breaking of bones and tearing of skin as the monster readjusts itself. 

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: ForestMountain

clarothe

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