Munster

Large monstrosity, lawful evil

Armor Class 20

20 Hit Points 190 (20d10 + 80)

190 (20d10 + 80) Speed 50 ft.

STR DEX CON INT WIS CHA 21 (+5) 19 (+4) 19 (+4) 15 (+2) 17 (+3) 21 (+5)

Skill Procifiencies Stealth +9, Persuasion +10, Deception +10

Stealth +9, Persuasion +10, Deception +10 Condition Immunities Blinded, Deafened, Charmed, Poisoned

Blinded, Deafened, Charmed, Poisoned Damage Immunities Bludgeoning,Slashing and Piercing from nonmagical sources, Poison

Bludgeoning,Slashing and Piercing from nonmagical sources, Poison Senses passive Perception 13

passive Perception 13 Languages Common

Common Challenge 20 (25,000 XP)

Ambusher. The Munster has advantage on attack rolls against any creature it has surprised.

Frightful Presence. Each creature of the Munster's choice within range must make a Wisdom saving throw or be frightened for 1 minute.

Legendary Resistance (3/day). If the Munster fails a saving throw, it can choose to succeed instead.

Shadow Stealth. While in dim light or darkness, the Munster can take the Hide action as a bonus action.

Actions

Multiattack The Munster makes 3 attacks: One with its horns and two with its claws

Horns. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 26 (4d10 + 4) bludgeoning damage. The target must succeed on a DC 19 strength saving throw. On a failure, it is impaled on the horns. While impaled in this way, it is considered grappled, and takes 14 (4d6) piercing damage at the start of each of the Munster's turns. The target may repeat the saving throw at the start of each of its turns.

Claws. Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 22 (4d8 + 4)

Remove Mask. The Munster takes off its mask. Any creature that can see its face must make a DC 19 Constitution saving throw or be paralyzed. The creature can repeat the saving throw at the beginning of each of its turns. If the creature fails the throw three times, it becomes petrified until healed with a greater restoration spell or similar magic

Sing for the Children. The Munster begins to sing an eerie song. Each creature within 30 feet of the Munster that can hear it must succeed on a DC 19 Wisdom saving throw or be charmed. While charmed in this way, the creature is subject to the effects of the Dominate Monster spell. An affected creature can repeat the saving throw at the beginning of each of its turns. On a success, the creature can't be affected by this trait for the next 24 hours.