Action Surge: Once per long rest, you may gain an additional action on your turn.
Second Wind. On your turn, you can use a bonus action to regain hit points equal to 1d10 + 10. This may be used only once per short rest.
Indomitable. Once per long rest, you may reroll a saving throw that you fail.
Multiattack. You may make two Unbound blade attacks and two impeller pistol attacks.
Unbound Blade. Melee Weapon Attack: +10 to hit, reach 5 ft., # target. Hit: (1d10 + 6) magical slashing damage.
Impeller Pistol. RangedWeapon Attack: +10 to hit, range 40/120 ft., # target. Hit: (2d6 + 4) magical piercing damage damage. You may fire the weapon at full auto, which causes the weapon fire to be at disadvantage but if it hits it will deal maximum damage.
Virtual Combat Algorithms. As a reaction, when an enemy misses in a melee attack, you may use your reaction to make a melee attack.
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.
Comments