Keen Hearing and Smell. Amadeus has advantage on Wisdom checks that use hearing and smell.
Pack Tactics. Amadeus has advantage on all attacks when he is within 20 ft of his fellow pack members as long as they are not incapacitated or dead.
Primal Hunter. Amadeus is considered invisible in Forest and Snow terrain.
Great Weapon Master. Amadeus has the feat Great Weapon Master after observing you with your blade. Add -5 to attack rolls and + 10 to damage rolls but please tell the DM prior to rolling if you wish to do so.
Multi Attack. Amadeus makes two great sword attacks with Tensa Zangetsu and one bite attack in any order.
Tensa Zangetsu. Melee Weapon Attack: +11 to hit, reach 10 ft. Hit: (2d6 + 5) slashing damage + (4d6) bludgeoning damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft. Hit: (2d6+5) piercing damage. If the creature is medium or smaller it must make a DC 17 Dexterity saving throw or be knocked prone.
Brutal Zangetsu. (Recharge 4-6). Amadeus spins around in a circle emulating the Physic Blade in an attempt to strike the enemies surrounding him. All creatures within 20 feet must make a DC 17 Dexterity Saving Throw or suffer (2d6+5) slashing damage + (8d6) bludgeoning damage. Those who succeed take half. Those who fail take the full damage and are knocked prone.
Frost Breath. (Recharge 4-6). Amadeus releases a howl that blows a torrent of sleet and ice unto his opponents. A 20 ft cone of frost is expelled from Amadeus and all creatures within that zone must make a DC 17 Dexterity Saving Throw or suffer (8d10) cold damage, half as much on a success. If an opponent fails by more than 5 they are stunned until the end of Amadeus' next turn.
Magnificent Bound. Amadeus can use his bonus action to leap 20 ft in any direction.
Parry. When Amadeus is the target of a melee weapon or spell attack, he can make a Tensa Zangetsu attack against his combatant and quickly leap away increasing his AC by 3 against the attack.
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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