when they reach 0 Hitpoint's, they rush toward their objective and explode in a 15 ft area. dealing 3d6 damage. CON save: DC 13
Spellcasting. The boom men is a 5-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 13, +3 to hit with spell attacks). The boom men has following sorcerer spells prepared:
Cantrips (at will): firebolt , control fire
1st level (5 slots): fire shield, burning hands
greataxe
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1d12 + 3 slashing damage.
Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 30/120 ft., (2d8 + 3) arrow damage.
duel wielding.
Reaction Name. self destruct
go boom
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
fat man in chainmail armor, under said armor, is a very very very charred and burnt human. with bright yellow glowing eyes.
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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