Large Swarm of Huge monstrosities, Lawful Evil
Armor Class 19 Natural
Hit Points 300 (12d20 + 12)
Speed 400 ft.
STR
28 (+9)
DEX
25 (+7)
CON
21 (+5)
INT
20 (+5)
WIS
19 (+4)
CHA
18 (+4)
Saving Throws STR +15, CON +11, WIS +10
Skills Intimidation +25
Damage Resistances All damage from spells except Thunder damage, Poison, Psychic, Radiant; All
Damage Immunities Cold, Lightning, Necrotic
Condition Immunities Blinded, Charmed, Deafened, Paralyzed, Prone, Unconscious
Senses Truesight, Passive Perception 23
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Bloody Frenzy. The monster gains advantage on slashing damage against players with less then full hp alongside giving a +8 to hit 

 

Graze: Even if the monster misses, the person must take 1d4 necrotic damage

5 layers of multi attack

 

Actions

Surge:The beast sends several of its heads into the ground to attack the target from bellow. The target must make a DC 19 perception check, if successful they make a DC20 dexterity check with advantage, if they fail they make the same check but with disadvantage instead. If they get hit they take 3d8 necrotic damage

Bite:The monster sends one of its heads forth to attack the player, the player must make a DC18 dexterity check to dodge.If failed they will then take 3d6 piercing damage 

Breath of the Wild: The draconic heads of the beast unleach a cone of wild energy, the dm spins a wheel to determine the damage type the blast does, A 60 foot cone.The player must then make a DC19 dexterity check in order to dodge, if failed they will take 4D8 of the damage type spun on the wheel.  

 

Bonus Actions

It can take a bonus action to heal 1d6 damage

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Has access to 4  legendary actions per round of combat

 

Blind or deafen , Target has to make a DC 18 constitution check at disadvantage with a -3

Overpowering charge. Must make a Dc 21 dexterity check as to avoid getting hit.Then must make a DC 23 Constitution check as to not recieve 2d6 bludgoning damage

Mythic Actions

Has access to 2 mythic actions per round of combat

 

Minion spawning:Summons 2d10+3 hordes of skeletal minions. Each horde has a DC 10 and 10 HP total. Hordes roam in groups of 2d6 skeletons 

 

Invulnerable phase, becomes invincible for 1 round of combat

Description

The pet is made from a combination of warped beastial entities, dragons, former gods, hydras and many more. Resembling a fall hydra

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.

Monster Tags: Abominations

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