Medium Swarm of Medium or Small humanoids, Lawful Good
AC 19 natural    Initiative +4 (14)
HP 209 (22d10 + 10)
Speed
Mod Save
STR 20 +5 +11
DEX 18 +4 +10
CON 19 +4 +10
Mod Save
INT 10 +0 +0
WIS 15 +2 +2
CHA 10 +0 +0
Vulnerabilities Bludgeoning
Resistances Acid
Immunities Fire; Exhaustion, Frightened
Senses Passive Perception 18
Languages None
CR 20 (XP 25,000; PB +6)
Traits

Refined Natural Armor: Your shell gives you a base AC of 23.  

Shell Defense: As an action, withdraw into your shell: +4 AC, advantage on Strength & Constitution saves. While in shell: prone, speed 0, disadvantage on Dex saves, can't take reactions, only bonus action to emerge. 

Actions

Multi-attack:  Alteriz can make two attacks with his "Valahiem's poem" or two "Shell bounce" attacks.

Valahiem's Poem. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 44 (4d8 + 12) Bludgeoning damage. Additionally a creature who is struck with the attack is knocked prone.

Shell Bounce. Ranged Weapon Attack: +12 to hit, range 20/80 ft., 1/3target. Hit: 36 (3d8 + 12)Bludgeoning damage. If one target is hit then any other creature within 20ft of the initial target must make a DEX saving throw DC18 or take the same damage as the first target or half as much on a success.

 Hammer of  Justice. Ranged weapon Attack:  +12 to hit, range 20/120 ft., 1 target. Hit: 50 (3d12 +14) radiant damage.

Bonus Actions

Quick launch. He can use Shell bounce as a bonus action.

Reactions

Quick Shell. He can use Shell Defense as a reaction.

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

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.

Habitat: Forest

meko_the_brave

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