Flyby. The uraeus doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.
Ward Bond. As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature’s general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage plus 2 (1d4) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 2 (1d4) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.
Searing Breath (Recharge 5-6). The uraeus exhales a 15-foot cone of fire. Creatures in the area take 3 (1d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.
Bonded Savior. When the uraeus’ bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus’ damage resistance and immunity don’t apply to transferred damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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 uraeus resembles a vibrantly colored cobra. The serpent’s scales are the rich gold-flecked blue of lapis lazuli and its eyes gleam white, but its most distinguishing feature is a pair of feathery bronze wings. It glides gracefully through the air with a deliberate vigilance that reveals its intelligence. A uraeus grows up to three feet long, and weighs around 5 pounds.
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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