Tunneler. The dragon can burrow through solid rock at half its burrow speed and leaves a 10 ft diameter tunnel in its wake
Multiattack. The dragon makes three attacks-one with its bite and two with its claws
Bite. Melee Weapon Attack: +8 to hit, reach 10ft., 1target. Hit: 12 (2d6+ 5) piercing damage plus 4(1d8) bludgeoning
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 12 (2d6 + 5) slashing damage.
Sand Breath (recharge 5-6). The dragon exhales a whirling cloud of corrosive sand in a 30-foot cone. Each creature in that area must make a DC14 Dexterity saving throw or take 40 (5d8 bludgeoning plus 5d8 acid) damage and be blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t blinded.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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