Ambusher. In the first round of combat, the monster has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the monster surprises a creature and hits it with an attack during the first round of combat, the creature takes an extra 7 (2d6) damage from the attack.
Inscrutable. The monster is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the monster’s intentions or sincerity have disadvantage.
Nimble Escape. The monster can take the Disengage or Hide action as a bonus action on each of its turns.
Cunning Opportunist. The monster has advantage on the attack rolls of opportunity attacks.
Multiattack. Caradoc attacks three times: twice with his rapier, and once with his dagger.
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8 + 4 piercing damage and the creature must succeed on a DC 14 Constitution saving throw or take 3d6 poison damage.
Dagger. Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 1d4 + 4 piercing damage.
Disengage.
Hide.
Parry. Caradoc adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
Impression. Caradoc changes his voice to sound like another creature in the room. Any melee attacking creature must succeed on a DC 13 Wisdom saving throw or miss their attack. This may only be done before the result of the roll is said aloud.
Caradoc, Marble Heart has three legendary actions per round of combat.
Melee Attack (Costs 1 Action). Caradoc attacks a creature within range.
Throw Voice (Costs 2 Actions). Caradoc is able to project his voice to another location in the room. Any creature who does not make or succeed on a DC 12 Perception check will believe that Caradoc is on that side of the room until he reappears.
Mocking Tone (Costs 2 Actions). Caradoc insults any creature that he can see. That creature must then succeed on a DC 14 Charisma saving throw or take 2d6 psychic damage and have disadvantage on attack rolls until their next turn.
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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