Feathered Immunity. This creatures feathers create a natural immunity to all magical weapon damage.
Peerless Beak, All Beak attacks or attacks to the beak have a 20% chance for target(s) to become paralyzed for 1 turn.
Spellcasting. Clucky is a lvl 20 spellcaster. Its spellcasting ability is Wisdom (spell save DC 21, This creature only knows one spell... Counterspell and can cast it at any level up to 12 times before needing a rest.
Peck of Glory. Clucky swiftly pecks at a 15ft. area. All targets must make a DC18 Dex Saving throw, on success take full damage, on failure take take full damage and become afraid of Clucky for 1 hour.
Flap of Fortune. Clucky flaps his majestic wings creating a large gust of wind. All creatures within 30 ft must make a DC23 Dex saving throw or be knocked prone.
The Calling. Clucky spends 1 action inhaling largely and may spend a reaction or action to release his ear splitting war cry. (can only be stopped by spell effect or death) If the Calling is successful a swarm of 50 CR 1/4 chickens swarm the area after 2 turns and attack all creatures deemed to be a threat.
Action TALON Attack. Melee Weapon Attack: +12 to hit, reach #10 ft., 1 target. Hit: 3 (d10 + 7) [force damage] damage.
Action FEATHER TOSS Attack. RangedWeapon Attack: +12 to hit, range 30/100 ft., 4 target. Hit: 1(d10 + 7) [piercing damage] damage.
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
Clucky is a 40 foot tall rooster. He is distinguished by his beautiful glowing green eyes, fluorescent halo-esque aura, and perfectly preened orange and red feathers. Clucky is in all manners of the phrase, THE GOD OF CHICKENS.
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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