Special Trait. Every 2 turns he heals 10 damage SUPER RAGE: All attacks do 5+ damage.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [Spike Axe] Spikes everywhere. 1d12+3 per hit.
Action Name. Starts taunting distracting them. Lights them on fire 10 damage per turn. 30 damage garunteed
Action Melee Attack. Viscous axe 1d6+6
Action Ranged. CHARGE 1d 20+20
Sweep Leg stun for 1 turn
Stab with tusks, bleeding effect 10 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). Full Dragon Bond. Ash Greninja but with Bob and Dragon. all attacks +5. now 70 hp. Breath Weapon Black.
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
PHYCOPATHIC. CRAZY. ANGRY. WILL STOP AT NOTHING TO KILL ZORACH.
Has Black Dragon
Armor Class 10
Hit Points, 60
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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