Medium Monstrosity, Chaotic Evil
Armor Class 14 Natural Armor
Hit Points 132 (10d12 + 30)
Speed 35 ft.
STR
20 (+5)
DEX
16 (+3)
CON
19 (+4)
INT
8 (-1)
WIS
11 (+0)
CHA
7 (-2)
Saving Throws STR +8, DEX +6, CON +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Blindsight 20 ft, Passive Perception 13
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Multiattack. Chloris makes one Rake attack, one Tail Whip attack and one Gore attack in any order or two Acidic Spit attack.

Rake. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 4) slashing damage. If the target takes damage from this attack, they must make a DC 15 Constitution Saving Throw or start bleeding profusely. On the start of their turn, they will take 3d6 necrotic damage. This status effect will be removed by receiving any points of healing. 

Tail Whip. Melee Weapon Attack: +8 to hit, reach 15 ft., 1 target. Hit: 12 (2d6 + 4) bludgeoning damage. If they take damage from the attack, they must make a DC 15 Strength Saving Throw or be pulled 15 feet and be grappled. They can attempt the save again at the start of their turn. 

Gore. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 4) piercing damage. The target must make a DC 15 Strength Saving Throw or be pushed 15 feet and be knocked prone. 

Acidic Spit. Ranged Weapon Attack: +8 to hit, range 30/60 ft., 1 target. Hit: 9 (3d4) acid damage. The target is covered in acid and takes 9 (3d4) acid damage at the end of its next turn. 

Legendary Actions

Legendary Action Uses: 3. Immediately after another creature’s turn, Chloris can expend a use to take one of the following actions. Chloris regains all expended uses at the start of each of its turns.

Buzzing Leap. Chloris leaps up to 25 feet without provoking opportunity attacks.

Sudden Snap. Chloris makes a Tail Whip attack. 

Disheartening Wails (Costs 2 Actions). All creatures within 30 ft of Chloris must make a DC 15 Wisdom Saving Throw or take 3d8 Psychic Damage and be Frightened until the end of their next turn. 

Description

The creature lays flat on the ground at first but eventually rises with all six of its legs. The body is that of a massive brown bear, with its foremost legs matching it. The middle legs are that of some manner of giant bird, trembling as they struggle to support the weight of the creature's massive body. Its bearlike form slowly shifts into that of an alligator as it goes to the back half of the body, arching to the ground where its back legs prepare to push it forward. The tail is that of a giant rat, so long and leathery that it nearly passes as a beast itself. The neck and head of this creature are that of an elk, its eyes dark and empty as they slowly slide around in their sockets. Panting emanates from the entire creature as it almost seems to drag itself around. 

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.

JTBossmaster

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