Curry Breath. The currygull breaths a beam of pure curry. Range 50000000ft, radius - the world, DC 169 on failure take 100d20 fire damage and the same on a success. **** you.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is charisma (spell save DC 169, +100 to hit with spell attacks). The Curryzilla has following wizard spells prepared:
Cantrips (at will): fire bolt, vicious mockery
9st level (infinite slots): fireball, meteor swarm
can make 100,000 attacks per turn
Claws. Melee Weapon Attack: +60 to hit, reach yes ft., all target. Hit: 1500 (20d100+ 100000000000) curry damage.
Eye lasers . RangedWeapon Attack: +60 to hit, range yes/yep ft., all target. Hit: 1500 (100d100 + 10000000) radiant damage.
Revive. the curryzilla can revive itself as a bonus action if it somehow takes damage
Nope. The curryzilla heals full health
Snap (Costs 0 Actions). The curryzilla snaps his fingers and erases half of all life in the universe
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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