Large Monstrosity (Archfey), Chaotic Evil
Armor Class 16 Natural
Hit Points 187 (15d12 + 90)
Speed
STR
20 (+5)
DEX
16 (+3)
CON
22 (+6)
INT
8 (-1)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws DEX +7, CON +10, WIS +6
Skills Perception +6, Stealth +7, Survival +6
Senses Darkvision 60 Ft, Passive Perception 16
Languages Common Understands but cannot speak
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]

Relentless Hunter
The creature always knows the direction of any creature it has damaged in the last 24 hours while they are on the same plane.

  • It has advantage on attack rolls against creatures below half their hit points.
  • It ignores difficult terrain and cannot be slowed.

 

Hunger Curse
Creatures within 30 ft. of the monster must succeed on a (spell save DC 15) Wisdom saving throw at the start of their turn or be cursed with insatiable hunger for 1 minute.

  • While cursed, the creature has disadvantage on attack rolls and ability checks.
  • At the end of each turn, it takes Hit: 7 (2d6) [psychic] damage as the hunger gnaws at its mind and body.
  • A creature can repeat the save at the end of each of its turns, ending the effect on a success.
Actions

Action Name. Enter the description for your action.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) [slashing] damage.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 17 (2d10 + 5) [Piercing] damage. If target is affected by hunger curse, it takes an additional 7 (2d6) [Necrotic] damage.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.

Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

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.

Rend (Costs 1 Action)
Melee Weapon Attack: +9 to hit, reach 5 ft.

  • Hit: 12 (2d6 + 5) slashing damage
  • If the target is below half HP, it takes an additional 7 (2d6) necrotic damage

Winter’s Breath (Costs 2 Actions)
15-ft cone, DC 16 Constitution save

  • Fail: 21 (6d6) cold damage and speed reduced by 10 ft.
  • Success: Half damage

Savage Leap (Costs 2 Actions)
Leaps up to 30 ft.

  • Creatures within 5 ft. must make DC 15 Strength save
  • Fail: 14 (4d6) bludgeoning damage and knocked prone
  • Success: Half damage
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

A large, starved looking fey-like creature corrupted from hunger and the cold.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count 20 (losing initiative ties), the [Wendigo] takes a lair action to cause one of the following effects; the [Wendigo] can’t use the same effect two rounds in a row:

  • Ice Terrain Hazards
    20-ft radius becomes difficult terrain

    • Creatures must make DC 14 Dexterity save
    • Fail: Fall prone and take 5 (1d10) bludgeoning damage

    Maddening Howls
    Creatures within 60 ft., DC 15 Wisdom save

    • Fail: 10 (3d6) psychic damage and disadvantage on next attack
    • Success: Half damage

    Falling Icicles
    Targets up to 3 locations

    • DC 15 Dexterity save
    • Fail: 13 (3d8) piercing damage
    • Success: Half damage
tmkat24

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