Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Grab. Melee Weapon Attack +5 to hit, reach 10ft 1 target. Target must make a DC 15 Strength/Dexterity saving throw or be grappled.
Crush. Melee Weapon Attack, target: grappled enemy. 4d6 force damage
Bash. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 2d10 Bludgeoning damage.
Explosive Charge. Ranged Weapon Attack: +4 to hit, range 50/200 ft., 10' sphere on impact. Hit: 4d4 Fire damage.
Shield. 1/20 chance of negating all damage if the attack is melee
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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