| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 10 | +0 | +0 |
| CHA | 6 | −2 | −2 |
Amphibious. The Chatacabra can breathe air and water.
Standing Leap. The chatacabra's long jump is up to 20
feet and its high jump is up to 15 feet, without a
running start. In addition, the Chatacabra does not
provoke opportunity attacks while moving with a jump.
Multiattack. The chatacabra makes two Fist attacks. It
can replace one of these attacks with a Lick attack.
Fist. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 9 (2d6 + 2) bludgeoning damage.
Lick. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 11 (2d8 + 2) acid damage.
Deadly Leap. If the chatacabra jumps at least 15 feet as
part of its movement, it can then use this action to
land on its feet in a space that contains one or more
other creatures. Each of those creatures must succeed
on a DC 12 Strength or Dexterity saving throw (target's
choice) or be knocked prone and take 12 (3d6 + 2)
bludgeoning damage On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the chatacabra's
space into an unoccupied space of the creature's
choice. If no unoccupied space is within range, the
creature instead falls prone in the chatacabra's space.
Arm Lick (Recharge 4-6). The chatacabra licks its arms,
coating them with saliva infused with the surrounding
terrain. Until the start of its next turn, the damage type
of the chatacabra’s Fist attack changes according to
the terrain (see table below). Additionally, the target
must succeed on a DC 12 saving throw (type found in
the table) or suffer the condition specified for that
terrain for 1 minute unless otherwise specified.
Reaction Name. Enter the description for your action.
The chatacabra can take 2 legendary actions, choosing
from the options below. Only one legendary action
option can be used at a time and only at the end of
another creature's turn. The chatacabra regains spent
legendary actions at the start of its turn.
Charge (Costs 2 Actions). The chatacabra moves up to
half its speed. Then makes one Lick attack.
Smash (Costs 2 Actions). The chatacabra slams its fist
on the ground. Each creature in a 15-foot cube
originating from the chatacabra must succeed on a DC
12 Strength saving throw or be pushed 5 feet away.
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 chatacabra is an amphibian with strong, bulky forelimbs
and a posture similar to ape-like fanged beasts. Its turquoise
scaled body and spiked jaw hides a long tongue, which it uses
both for attack and to coat its forelimbs in adhesive saliva.
This allows it to attach stones and earth to its arms for extra
armor and stronger blows.
As a smaller predator, chatacabra prefer the safety of
valleys and canyons where larger predators can't reach,
avoiding open areas whenever possible.
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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