Acid Arrow: +3 to hit. On hit does 4d4 +2 acid damage. At the start of the enimie's next turn they take 2d4 acid damage. On a miss the arrow splashes the target with acid for half the intial damage and no damage later
Burning Hands: 15ft cone, 3d6 damage or half on a successful Dex save. DC=13
Fire Bolt: +3 to hit, 1d10 damage + 2 on hit, 120ft range
Chill Touch: +3 to hit, 1d8 damage +2 on hit plus the creature can't regain hit points until the start on Adolf's next turn. Undead creatures also have a disadvantage on saving throws until the start of Adolf's next turn
Enter the description for how bonus actions work for your monster here.
On his body he carries a Golden Knife. He never uses it, because he considers it to be of too high value to be stained with blood
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.
Comments