Hijack. Hijack is an action only useable once after every short rest to allows the user to move 10ft in any direction like a lunge and attempt to override a large or huge creature and use it until it is destroyed.
Save. The Spartan will need 4 turns to hijack or wait untill it is its turn again. (spell save DC 12, +Your constitution modifier to avoid the move) or kill the Spartan while hijacking to end the ability.
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Basic construct actions and abilities.
Reaction Name. Enter the description for your action.
Basic action and reaction
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Basic action
Description
An enchanted set of armor that has a regenerative shield of 10 HP that reactivates every 2 turns if the Spartan is not being attacked.
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.
Basic actions
I can only be bothered to get it this far, make your own version if you like.
This… IS… SPARTA!!!!!
(very good start but not finished)