Walking Hive:. Is a walking collection of various insects, They sustian themselves and breed. Maintaining a steady populace within WraithFar, all types of insects exist within him and will protect him to no end.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 14, +6 to hit with spell attacks). The WraithFar has following Ranger spells prepared:
Cantrips (at will): Poison Spray, Resistance
1st level (4 slots): Animal FriendShip, Speak With Animals, Locate Animals Or Plants, Animal Message, BarkSkin
Bug Armour. WraithFar is a 5th-level ranger. Has natural armor class rating of 16. Insects cover WraithFars skin at command.
Insect growth: Three times a day WraithFar uses his own magical life energy to cause rapid growth of the insects within him, takes 1 damage everytime this ability is used
Brain Worm:. A small sub species of brain worms exist within WraithFar, They live, eat and breed within. They cannot live outside of a living host, limiting the amount he can store to 5. He can produce up to three a day and requires two to continue breeding.
Poison immunity:
Acid Resistance:
Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., # target. Hit: 4 (1d6 + 2) slash/piercing damage.
Action Ranged Attack. RangedWeapon Attack: +7 to hit, range 110ft, # target. Hit: # (1d10 + 2) piercing damage.
Insect Wall: Trigger event: Ranged projectile/melee attack. Insects will attempt to obscure line of sight to WraithFar creating a thiick cloud of insects in the direction of the shot. Causes: Disadvantage, provides half cover.
Enter the description for how legendary actions work for your monster here.
Legendary Brain Worm Arrow Shot (Costs 1 Actions). RangedWeapon Attack: +7 to hit, range 110ft, # target. Hit: # (1d10 + 2) piercing damage. + (2d6 + 4) poison damage. Ongoing poison damage ends on successfull save. On hit brain worm burrows inside
Legendary Reanimation (Costs 1 action) Triggers on death: All insects return to WraithFar and begin to grow rapidly, An temperarily take control of his body for one turn bloating up and disfiguring his body, next turn WraithFar implodes causing: range 60ft, AoE: (4d12 + 1) poison damage + (1d4 + 1) piercing damage, Ongoing poison damage ends on successfull save.
Description
Alignment: Neutral Evil
Size: Medium
class: Ranger
Lair and Lair Actions
The source of all of the insects and rats plaguing the city, the sewer. Down here the master mind of it all WraithFar has been training and breeding insects and rodents alike. Creating networks of information an providing it for coin, thousands and thousands of rodents have affected the city and the source of them all originate from his gigantic lair in the city sewer
Lair Actions
On initiative count # (losing initiative ties), the WraithFar] takes a lair action to cause one of the following effects; the WraithFar] can’t use the same effect two rounds in a row:
- Swarm Mist, thousands of various insects within his lair begin to stir and create a gigantic mist of insects and begin piling over the sewer floors. Causing the terrain to become difflecult to traverse and obscuring line of sight. This mist carrys out 80 feet and beging to grow by 5 feet each turn. Anyone caught within the mist takes (1d6) slashing damage + (1d2) poision damage, poision is ongoing ends on con save throw 14
- Trigger Event: failing saving throw, a thick concetration of insects will jump in front of WraithFar taking the blow
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 [WraithFar] dies, these effects fade over the course of #d# days.







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