Large Construct, Typically Chaotic Evil
AC 14 Natural    Initiative −4 (6)
HP 150 (30d10)
Speed
Mod Save
STR 19 +4 +4
DEX 4 −3 −3
CON 20 +5 +5
Mod Save
INT 2 −4 −4
WIS 7 −2 −2
CHA 7 −2 −2
Vulnerabilities Fire
Senses Tremorsense can sense the footsteps of nearby creatures medium or larger within a 60ft radius.; Passive Perception 10
Languages None
CR 2 (XP 450; PB +2)
Traits

Carriage Nature: The entity is resistant to being pushed and cannot be knocked prone, scared or disoriented.

Multi attack: The monster gets to make one swipe attack as well as a tongue grapple attack.

Last stand: Upon dropping to less than half health the Carriage gains one extra swipe Multi attack.

Flammable: this entity takes double damage from fire attacks.

Actions

Swipe: Mele attack role: +5 to hit, reach 30 ft, 1 target. damage: 1d6 bludgeoning damage.

Tongue Grapple: ranged attack role. +4 to hit, reach 60ft, 1 target. upon the attack landing the target must make either a dexterity or strength saving throw of 13 or higher or be grabbed by the mimics tongue and brought to the mouth taking (2d6 +2) piercing damage on a failed save. or the attack fails entirely on a successful save, on a successful save the target can chose to make any ranged attack role of there choosing as a reaction with advantage however cannot exceed cantrip level spellcasting. 

Bonus Actions

Bonus Action Name. Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

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.

davidmovie007

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