acidic saber . Melee Weapon Attack: +4 to hit, reach 10 ft., # target. Hit: 16 (2d4 + 4) [acid ] damage. if they fail the save they take another 1d4 acid damage for that turn only and - 5 to there movement on players next turn but if the goblin miss or players make the strength test acid hit goblin making him take 1d4 acid damage and -5 movement
poison short bow . Ranged Weapon Attack: +5 to hit, range 60/140 ft., 1 target. Hit: 14 (2d6 + 3) [poison ] damage + if they don't make there constution save then will take 1d4 poison damage extra but if do make there take 3/4 of damage instead of full damage
corrupted rage = when they see the party or get attack by the party there movement increases by 10 and have advantage on strength attack for next two turns
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
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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