Medium Beast, Neutral
Armor Class 9 plate armor
Hit Points 2 (3d4 + 8)
Speed 50 ft., burrow 100 ft.
STR
9 (-1)
DEX
6 (-2)
CON
4 (-3)
INT
2 (-4)
WIS
2 (-4)
CHA
3 (-4)
Saving Throws STR +1
Skills Perception +24
Damage Vulnerabilities Cold
Damage Resistances Fire
Senses Tremorsense the aardvark can sense things underground with its ears, Passive Perception 38
Languages comon +any others the creature wearing the creature power suit has
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

tounge: the aardvark can do many things with its sticky tounge that is 6ft long such as lasso an object that is 6 ft away from the aardvark suit 

 

Actions

 

sharp claws: the aardvark suit attacks with its claws attacking one enemy in a 2 ft radius in front of the aardvark doing 2d6 slashing damage

tounge: the aardvark suit uses its long sticky tounge to attack enemy in a 8 ft radius in front of it grappeling the target and doing 2d6 damage

Description

the aardvark suit is medium sized and is green red yellow blue orange or purple in colour and has claws of the same colour and has a pink tounge the hit points are added to the creture wearing the creture power suit

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.

Habitat: Desert

pattonburgess

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