Heated Body: A target that touches the creature or hits it with a melee attack
while within 5 feet of it takes 5 fire damage.
Water Form: The creature can enter a hostile target’s space and stop there. It
can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 2) slashing damage.
Nightmare Nog. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 2) Poison damage and 10 (2d6 + 2) Fire Damage. , The target then needs to make a DC 15 CON saving throw or be burned.
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.
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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