Large Beast
Armor Class 16 Natural Armour
Hit Points 247 (2d6 + 4)
Speed 45 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
8 (-1)
WIS
10 (+0)
CHA
3 (-4)
Skills Perception +8, Stealth +6
Senses Blindsight 60ft, Passive Perception 152
Languages Vibrational Communication
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

A creature with a body that almost looks evershifting between hulking muscle yet thin and malnourished. It stands on 4 legs with 2 tendrils that end with sharp snapping maws, Its skin is tough yet malleable giving it a slight resistance to burgeoning and slashing, magic seems to have a lesser effect in it, its skin is full of extra sensory organs allowing it to see via sound..high pitched sounds and a large volume of sound seem to effect it stunning it and sometimes damaging it. They tend to hunt in packs of 3-5. Communicating in a low dull tone that's hard for most creatures to hear, but they can feel it.

Actions

Multi attack (2) snapping jaws: 15ft reach: +6 [2d6+4 piercing damage)

Shatter (recharge 5-6) Reaction When they succeed on an attack roll they may pull target closer to them by 10 ft

Bonus Actions

Disrupting Echo- 60ft radius. DC 14 con save, on fail save they are stunned and can make a dc13 strength at the start of their next turn

Reactions

Shatter (recharge 5-6) Reaction When they succeed on an attack roll they may pull target closer to them by 10 ft

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

Sound Sensitivity- a Large amount of sound can possibly stun the Zyfid, on a failed DC 14 strength save. The Zyfid may make a new save at the beginning of it's turn to shake the affects 

Weakness to Piercing Damage 

Magic Resistant 

Shifting Skin-  advantage on saves against spells directly targeting them 

Keen Hearing 

Blindsight 60ft 

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.

TaurusKing181

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