Ragebaiter. Chudley can take an extra action at the end of each of his turns to polymorph into a bat.
Mind Over Matter. Chudley is too physically weak to make any meaningful melee attacks, but he is unrestrained by the number of spell slots he has.
Spellcasting. Chudley is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 19, +4 to hit with spell attacks). Chudley has the following Warlock spells prepared:
Cantrips (at will): Blade Ward, Eldritch Blast
1st level: Expeditious Retreat 2nd level: Crown of Madness, Misty Step 3rd level: Counterspell, Vampiric Touch 4th level: Blight, Flesh to Stone
Polymorph. Chudley polymorphs into a bat. In this form, he has an AC of 10, 5 hp, and 120 ft flying speed. Also, all attack rolls made against him have disadvantage while in this form.
Cast Spell. Chudley casts a spell prepared on his list.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Magical Cowardice. Twice per day, Chudley can react to a melee attack made against him by casting the shield, mage armor, or counterspell spells. They must be made before knowing whether the attack will hit or not
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
Chudley is a slim, frail batfolk man with black fur and a light pink nose/ears who is pretending to be the bat god, Akasha. He and his most trusted cronies know full well he is not the real bat god, but they intend to use their position to increase Chudley's power and influence, eventually performing a ritual to summon Akasha and kill her, replacing her with Chudley as the new bat god.
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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