Legendary Resistance (3/Day). If the Wanderer Beast fails a saving throw, it can choose to succeed instead.
Multiattack. The Wanderer Beast makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +17 to hit, reach 15 ft., one target. Hit: (2d10 + 10) piercing damage plus (4d6)fire damage.
Claw. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: (2d6 + 10) slashing damage.
Fire Breath (Recharge 5-6). The Wanderer Beast exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.
Poison Gas. The Wanderer Beast releases poison gas from holes in its sides, forming a 6-foot-radius sphere around itself. Any creatures within the sphere must make a DC 18 Constitution saving throw every turn they are within the sphere, taking 10 (1d10) poison damage on a failed save, or half as much damage on a successful one.
Ice Spikes. 1d6 spikes of ice pop out of the ground. Any creature standing above an ice spike when this happens takes 10 (1d10) piercing damage.
The Wanderer Beast can use its 1 legendary action 3 times per day.
Crystal Rain. 1d20 crystal spikes rain from the sky. Any creature that is struck by a spike takes 30 (1d20 +10) piercing damage. After 1d4 turns, the crystal spikes explode, and any creature within 15 feet of a spike takes 30 (3d10) radiant damage.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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