regeneration: yeenogho regains 15 hit points at the start of his turn, provided he has at least 1 hit point remaining.
pack tactics: yeenogho has advantage on his attack Roles if at least 1 ally within 5 feet of them
the butcher: as a bonus action on his turn, yeenogho May have his butcher fly into the air and act after him as a weapon, but it’s not in his hand
Multi attack: yeenogho can make 2 claw/bite attacks, and if butcher is out of his hand this is a bonus action, or he can make 3 butcher attacks
The butcher. Melee Weapon Attack: +13 to hit, reach 15 ft., 1 target. Hit: 56 (5d12 + 7) blugdening damage
claws/bite melee weapon attack Attack: +10 to hit, range 5ft., 1 target. Hit: 45 (4d12+ 6) slashing damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here
Claw (Costs 1 Actions). Yeenogho makes a claw/bite attack.
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
yeenogho is the gnoll god.
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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Posted Jan 11, 2022Cool! I like the attack points