| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +6 |
| DEX | 14 | +2 | +2 |
| CON | 13 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 8 | −1 | −1 |
Infect. Spread the Merzøst infection in the target, range 5ft.
Action Melee Attack. Infected arm: +3 to hit, reach 10 ft., 1 target. Hit: 9 (3d6 + 2) Piercing damage.
Action Ranged Attack. Infected Projectile: +2 to hit, range 5/35 ft., 2 targets. Hit: 3 (1d6) Piercing damage.
Description
A once sentient organism, consumed by the merzøst infection. No longer able to think for themselves, the consumed guard their site of infection, growing into abominations of shadow and distorted flesh.
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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