Focused Aim. The spitter has advantage on attack rolls and crits on a 19 or 20 when it does not move on its turn.
Undead Fortitude. If damage reduces the spitter to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
Action Name. Enter the description for your action.
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 8 (2d6 + 1) [bludgeoning] damage.
Blood Spray. RangedWeapon Attack: +5 to hit, range 20/60 ft., 1 target. Hit: 17 (4d6 + 3) [necrotic] damage.
Blood Gout (Recharge 5-6). The spitter launches a gout vile blood at a point that it can see within 60 ft. Each creature within 20ft must make a DC 14 Constitution saving throw or take 21 (6d6) [necrotic] 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.







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