| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +8 |
| DEX | 18 | +4 | +10 |
| CON | 20 | +5 | +13 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | +2 |
| WIS | 10 | +0 | +3 |
| CHA | 2 | −4 | −1 |
Mutated Creation: This creature can change one thing about it every two turns of combat until dead.
Enlarge: the creature grows one size
Reduce: the creature shrinks one size
Immunity: it can change one damage immunity
resilient body: sacrifice 10 hp to add 2 to AC. The opposite can also be done.
Change shape: gain either a crawl, swim, or fly speed of 40 feet.
Claw: 5 foot range, +3 to hit, deals 2D10 slashing damage on a hit.
Bite: 5 foot range, +4 to hit, deals 1D6 necrotic damage each turn until below half hp.
Shoot spine: 20 foot range, +2 to hit, deals 1D12 piercing damage each hit, shoots 1D4 spines
Multiattack: The creature makes four attacks.
Disgusting screech: 50 foot range, all in that vicinity must make a DC 16 WIS save or they cannot move until they make the save. Can repeat the save on each subsequent turn.
Grapple: Both the user and the target both roll a strength check. If the user wins, the target’s movement is reduced to 0 for a turn and they have to move wherever the user goes. If the target wins, attack of opportunity happens on them.
Reflect attack: Thrice per day, the creature can do an attack that was done back to it.
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
Bone white skin on an almost deadly thin body is stretched out to an unholy extreme. Veins bulge out. Hollow eye sockets sink deep into the skull, with an enlarged mouth filled with multiple layers of sharp, spine like teeth. Ebony black spines adorn its back, with claws of the same consistency ripping through its skin.
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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