Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) Slashing damage.
Blazing Beak: Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) Slashing damage and (2d6 + 3) Fire Damage
This creature as a bonus action upon moving a minimum of 2 spaces (i.e. 10 ft) it can make a leap up to 5x's its Str modifier. If a creature is within the space that it lands that creature must make a DC 14 dex save or be knocked prone and suffering 2d6 + 1 bludgeoning damage on a fail.
Beak Sweep. When a target of this creature that is in melee range tries to Leave it gets an opportunity attack to sweep the flat side of it's beak in a wide arc to prevent its target from leaving unless the target uses the disengage action. If there are multiple targets its range it can sweep the beak towards one and use them to knock only one other target prone, on a failed dex save ( DC 14)
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
This slightly larger variation on the the Axebeak has a slightly thinner blade like beak, though unlike it's mundane cousin, the Blazing Axebeak can will its beak to alight with flame very similar to how a flametongue weapon would. Its just as short tempered than its mundane variant but given the chance these creature can come to consider small groups as its "flock" and will defend them with as much furocity as it would its own territory.
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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