Keen Smell: The Chain breaker has advantage on Wisdom (Perception) checks that rely on smell.
5 runes: the Chain breaker has five runes bolted to its body by iron chains. At the start of the Chain breakers' turn choose one rune to activate once the rune is activated it cannot be activated on the next turn.
Rune 1: Sun swallowing, all non-magical light within 60ft is extinguished and all magical light is affected by dispel magic cast at 5th level. Natural daylight will be obscured.
Rune 2: Burning rage, The chain breaker lights itself on fire dealing (8) 2d6 fire damage to creatures in melee and becoming resistant to fire.
Rune 3: World eating, the Chain breaker grows in size to a huge creature gaining 20 temp hit points and deals 1d8 extra damage.
Rune 4: Moon devouring, All shapeshifters, and invisible creatures must make a con save DC(18) or they will revert back to their original forms.
Rune 5: Time-ending howl, the chain breaker lets out a howl all creatures that can hear the howl must make a CHA save DC (18) or be paralyzed with fear. They may repeat the save at the end of their turn.
Actions:
Multi attack: make 4 claw attacks and 1 bite or 1 pounce, 2 claw and 1 bite
Claw: The chain breaker makes a claw attack +8 to hit dealing (15) 2d8+5 slashing damage
Pounce: The chain breaker leaps 20ft and makes a pounce attack +8 to hit dealing (20) 3d8+5 slashing damage. The creature must make a Strength saving throw DC(18) or be knocked prone
Bite: The chain breaker makes a bite attack +8 to hit dealing (30) 5d8+5 piercing damage.
Enter the description for how bonus actions work for your monster here.
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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