Special Trait Name. spell resistant hide
Spellcasting. an Adromeanian can absorb any spell that does damage to it and recast it at the caster and the caster only. they also take the damage of the spell when doing so.
Action Name. fade to black-the Adromeanian turns to shadows and disappears.
Action Melee Attack. slash: +2 to hit, reach 10 ft., 2 target. Hit: 15 (4d6 + 3) slashing damage.
Action Ranged Attack. breath weapon: +5 to hit, range 15 ft. the type depends on the type of dragon color it is. 3d6
Breath weapon, they can use it 10 times each.
Reaction Name. displacement of shadows, pulls a displacer beast move and makes itself appear in a place where it isn't. within 15 of its actual self.
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
these monsters where created when a mad scientist was trying to create the most perfect war beast and thought they had gotten out. little did he know they had just used the shadows to hid and upon opening the door to the cells he was killed instantly. now they roam the world hidden and increasing in number.
Adromeanian's are a combination of displacer beasts and drakes, with shadow magic imbued in them. they are pack animals and very protective of their den. if you somehow manage to get to one unharmed then you will be met with a swift end.
the Andromeanian's where made from all the different kinds of drakes so there are all types of breath weapons. however due to the shadow magic covering them you cant tell which till it uses it.
Lair and Lair Actions
the lair is normally a pitch black cave of sorts and is filled with twists and turns to get lost in.
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:
- extra attack
- trickery-they swap with one another after using their breath weapons to trick and destroy their enemy's.
Regional Effects
The region containing a legendary Adromeanian lair is filled with them to the brim, which creates one or more of the following effects:
- howl-they all howl as one, this causes any enemy to be frightened DC-19, this howl will reverberate in the halls of their lair for 7 days.
- their lair is effected by their natural darkness and cant be lit by normal light.
If the Adromeanian die, these effects fade over the course of 7 days.
Comments