Blindsight- creature can sense up to 60 ft while blinded
tremor sense- creature can sense creatures up to 120 ft away without seeing them
Multi attack
Bite- +5 to hit. Creatures within melee ranged are bit and considered grappled, attack deals 2d8 piercing dmg and 1d10 of poison damage
Tail swing- +3 to hit. Creatures within melee range get hit by its tail
Bite- cretaures within range are bit and considered grappled
Head creation- Roll a d4 on a 1 or 3 a new head protrudes from its body on a 2 or 4 one head falls off. whenever a new head is created it's ac goes up by 1 for each head.
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
A long serpent held together with magic of a necromancers imagination, given the blessing or curse of a hydra this creature is a formidable foe. Dark black and green skin and dots of ivory and patches of flesh falling off. deep yellow eyes pierce the darkness and strike fear into those who stand against it, The ability to create heads in time of need make it a creature better left alone.
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.
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