Trait Name. Enter
Traits
Corrosive Seepage. The ground within 15 feet of the Clititor is difficult terrain. A creature that enters this area for the first time on a turn or starts its turn there takes 10 (3d6) acid damage.
Unstable Mass. Critical hits against the Clititor become normal hits.
Tremorsense. The Clititor can detect and pinpoint vibrations in the ground within 90 feet.
Siege Monster. The Clititor deals double damage to objects and structures.
Legendary Resistance (3/Day). If the Clititor fails a saving throw, it can choose to succeed instead.
the description for your special trait.
Spellcasting. The [monster name
Spellcasting. The Clititor’s innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:
- At will: Acid Splash (3d6, single target)
- 3/day: Acid Eruption (30-ft cone, 45 [10d8] acid damage, DC 18 Dex save for half, failed save also poisoned until end of next turn)
- 2/day: Evard’s Black Tentacles (or reflavored as writhing acidic slits in a 20-ft radius; DC 18 Strength save to avoid being restrained)
]
Action Name. Enter the description
Actions
- Multiattack – The Clititor makes two Body Slam attacks.
- Body Slam – Melee attack that deals bludgeoning damage and can knock prone/restrain.
- Acid Eruption (Recharge 5–6) – Sprays acid in a 30-ft cone, dealing damage and potentially poisoning creatures.
Legendary Actions (3 per round) (optional)
- Slam – The Clititor makes one Body Slam attack.
- Acid Pulse (Costs 2 Actions) – Acid erupts in a 10-ft radius, dealing damage.
- Shift Mass – The Clititor moves up to half its speed without provoking opportunity attacks.
for your action.
Action Melee Attack. Melee Weapon
Body Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) bludgeoning damage. The target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, it is restrained until the end of its next turn.
Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. Ranged Weapon
Acid Eruption (Recharge 5–6). Ranged Spell Attack: None (Dexterity saving throw, DC 18). The Clititor sprays corrosive acid in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 45 (10d8) acid damage on a failed save, or half as much on a success. Creatures that fail the save are also poisoned until the end of their next turn.
Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Bonus Action Name. Enter the
Shift Mass. The Clititor moves up to half its speed without provoking opportunity attacks.
Reaction Name. Enter
Acidic Retaliation. When a creature hits the Clititor with a melee attack, the attacker takes 7 (2d6) acid damage.
.
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
Enter a general description for your monster here.
The Clititor is a massive, chaotic aberration that exudes corruption and danger. Its enormous, amorphous body seeps corrosive acid, making the ground around it hazardous to any who approach. It is instinct-driven and highly territorial, lashing out at anything that enters its domain with brute force and acidic sprays. Though slow and cumbersome, its immense strength allows it to crush and restrain foes effortlessly, while tremorsense lets it detect even the slightest vibrations in the earth. The Clititor shows no intelligence beyond basic survival instincts and aggression, acting more like a natural disaster than a thinking adversary. Its presence warps and dominates the battlefield, turning areas into deadly zones and punishing those who underestimate its destructive capacity.
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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