Zealot's Aura. Any creature that is friendly to Abram is immune to being charmed or frightened, as long as it is within 10 feet of Abram and Abram is conscious.
Chains of Dawn (1/day). When Abram hits a creature with an attack from his Repeater, he can choose to have the bolt bind the target in glowing chains of radiant energy. The target takes an extra 4 (1d8) radiant damage and must succeed on a DC 14 Strength saving throw or be restrained for 1 minute. While restrained by the chains, the target is treated as if it is in direct sunlight. The target can repeat the saving throw at the end of each of its turns, breaking the chains on a success.
Spellcasting. Abram is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13 +5 to hit with spell attacks). Abram has following ranger spells prepared:
1st level (4 slots): detect magic, fog cloud, hunter's mark
2nd level (3 slots): darkvision, silence
Multiattack. Abram van Sloan makes three melee or ranged attacks.
Silvered Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
+1 Repeater Crossbow. Ranged Weapon Attack: +8 to hit, range 80/320 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Caltrops (3 Bags). Abram covers a 5-foot-square area within 5 feet of himself in caltrops. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduced the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make this save.
Holy Water (2 flasks). Ranged Weapon Attack: +4 to hit, range 20 ft., one target. Hit: 7 (2d6) radiant damage if the target is a fiend or undead.
Sunlight Grenade (2 Grenades). Abram throws a grenade up to 60 feet, which detonates on impact and sheds bright light in a 30-foot radius and dim light for an additional 30 feet, for 1 minute. This light is sunlight.
Any creature within 30 feet of where the grenade lands, or that starts its turn within 30 feet of the active grenade, must succeed on a DC 13 Constitution saving throw or be blinded until the start of its next turn. Undead have disadvantage on this saving throw.
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Reaction Name. Enter the description for your action.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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