Medium unknown, Unaligned
Armor Class 10 Natural
Hit Points 45 (6d10 + 2)
Speed 35 ft.
STR
16 (+3)
DEX
10 (+0)
CON
17 (+3)
INT
8 (-1)
WIS
11 (+0)
CHA
12 (+1)
Saving Throws STR +5, CON +5
Damage Vulnerabilities Acid, Fire
Damage Resistances Bludgeoning
Damage Immunities Cold
Senses Darkvision, Passive Perception 16
Languages Godstongue
Challenge 2 (450 XP)
Proficiency Bonus +2
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]

Actions

Adaptive body. (Only once)As a action the arc can tare off its hand if the hand is gone it replaces the lost appendage by sprouting out a bone like blade it can very in size from a small to a large weapon to determine the arc must roll a 1d4. 1 being the smallest and 4 being large.

Claw attack. Claws: +2 to hit, reach  ft 5.,  target 1. Hit: 1 (d8 + 4) slashing damage.

bone blade (small). blade +2 to hit, reach ft 5, target 1. Hit: 1 (d4 + 1) piercing damage 

Bone blade (medium). blade +3 to hit, reach ft 5, target 1. Hit: 1 (d12 + 3) slashing damage 

Bone blade (large). blade +4 to hit, reach ft 10, target 1-2. Hit: 2 (d12 + 3) slashing damage 

 

Bonus Actions

Defense adaptation. (Only 2 uses) As a bonus action after taking damage on the arcs turn it can raise its AC  +1-4 this is determined by a d4.

Reactions

Violent metamorphosis. once per turn the arc can spend there reaction in response to taking damage (after damage calculation has ended) the arc will shoot out a jagged bone from the wound that was just made the player that has attacked must make a DC 14 dexterity savings throw on a success the player takes no damage on a fail the player takes 3 d 8 piercing damage and cannot take the disengage action for 1 rounds (player must be within 5-10ft for the arc to use this reaction)

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

A pale skinned humanoid with a blacken arc running across its face it has no hair its eyes are black with only flaming orange irises it's mouth and teeth have become one in the same its body is covered in exposed bones making a shell like armor it seems dead but at the same time alive 

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.

Emagrath

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