Undead Fortitude. If damage reduces the zombie cat to 0 hit points, it makes a constitution saving throw with a DC of 5+ the damage it has taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Scratch. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d6+ 1) piercing damage.
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
Sometimes, you get something fresher than a skeleton. A clever Necromastiff can make use of such corpses... even if the smell of reanimated cats is much worse to a canine nose than to a humanoid one. Grand stratagems require such sacrifices, and olfactory contentment must sometimes be one of them. Zombie cats are usually the Necromastiff's first line of attack, shambling towards their targets as though wanting to play. The game is rarely much fun for the unfortunate victim!
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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