Adaptable. The Anorith's arms can be formed into a plethora of weapons and switch to any practical or simple melee weapon, damage type included. It can also shrink to fit into any opening no smaller than its biggest bone.
Frightening form. The Anorith's projects an aura of frightening intimidation, everyone within 30ft of it must make a DC14 Con save or be frightened for the next round.
Multiattack. The Anorith makes 2 attacks with it's Bone Club and 1 attack with it's Bone Spear.
Melee Arm. Melee Weapon Attack: +10 to hit, reach 10 ft., up to 3 targets. Hit: 28 (5d8 + 8) [Bludgeoning/Piercing/Slashing] damage.
Ranged Bone Spear. RangedWeapon Attack: +10 to hit, range 15/30 ft., 1 target. Hit: 28 (6d8 + 10) [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.
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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