Small Beast, Chaotic Evil
Armor Class 20 Natural armor
Hit Points 90 (12d10 + 60)
Speed 60 ft., Climb 60 ft.
STR
6 (-2)
DEX
26 (+8)
CON
20 (+5)
INT
16 (+3)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws DEX +12, WIS +7
Damage Resistances All
Condition Immunities Charmed, Exhaustion, Frightened
Senses Truesight, Passive Perception 15
Languages Common
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Killing Machine: If the Beast of Caerbannog drops a creature to 0 hit points, it can make a attack to another creature in range with a bonus action.

Unstoppable Terror: The Beast of Caerbannog doesn't provoke opportunity attacks.

Legendary Resistance (3/Day). If the Beast of Caerbannog fails a saving throw, it can choose to succeed instead.

 
Actions

Multiattack: The Beast of Caerbannog make two Going for the Neck attacks.

 

Going for the Neck.  Melee Weapon Attack: +11 to hit, reach 60 ft, one target. Hit: 34 (6d10+8) slashing damage. The Beast of Caerbannog leaps to the target when makes this attack. When the Beast of Caerbannog attacks a creature that has at least one head the creature must make a DC 18 Constitution saving throw. On a failed save, the Beast of Caerbannog can bite off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature automatically passes its saving throw if it is immune to slashing damage, doesn’t have or need a head.

Reactions

The Beast of Caerbannog can make a Going for the Neck attack as a opportunity attack.

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

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

The beast of Caerbannog is a great old legend, a live myth, a fear in the mind of the weak, living to chase the blood of creatures

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.

RedSkyFox

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