High Bounce: The Bop is the mix between a fluid and solid. Bops use this to their advantage by bouncing and being used as trampolines. Bops can bounce as high as they need to
Fluidity: Bops can fit through anything with an opening with their fluid bodies.
Creature Mind: Bops have a connection to every creature in the multiverse, and can talk with them when needed, meaning Bops know every language.
Pseudo-Shapeshifting: Bops can form themselves in any way they want, but they still keep their yellow tint.
Rolling Attack: Bops can deal (1d6) damage while moving after one turn of starting to move (in between turns still counts as the bop moving)
When two or more Bops are together, they can conjoin and become larger, this allows them to do double damage on their rolling attack.
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.
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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