Magic Resistance. The crystal shepherd has advantage on all saving throws vs. spells or other magical effects.
Distracting Visions. All living creatures within 30ft have disadvantage on Wisdom and Charisma saves.
Steal Potential. The crystal shepherd can steal the potential of any creature who touches it, or which it kills. Stealing potential takes 1 minute. The victim's potential is trapped in the shepherd for 24hrs, after which time it is lost.
Draining Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 11 (2d6 + 4) [bludgeoning] damage. The target's hit point maximum is also reduced by 3 (1d6). This reduction lasts until the shepherd is destroyed
Splinter. Ranged Weapon Attack: +4 to hit, range 50/100 ft., 1 target. Hit: 7 (1d10 + 2) [piercing] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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