Worst Nightmare: Save dc:12. as an action, this creature can uses ancient abyssal magic to change to each and every party members worst nightmare or fear. +4 to hit,It affects any creature that can see or see's the dragon.1(2d6+4) [psychic] damage
Bonus Attack. this creature can make a second attack
Fly. this creature can fly 20 feet or less
Claw Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 1 (2d4 + 2) [slashing] damage.
Breath Attack. Ranged Breath weapon Attack: +4 to hit, range 30/20 ft., 1 target. Hit: 1 (3d6 + 2) [acid/fire] damage.
Bite Attack. Melee claw attack: +3 to hit, reach 5 ft, 1 target. hit: 1(2d6+2) [piercing] damage
Opportunity Attack. any creature that passes in front of the dragon takes an immediate 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.
Description
A black dragon with swirling Gray masses that spin on it its scales, it has no eyes,but huge ears and a big long snout, with a long tongue.It emits an aura that makes the weak fear it. It gives a sense that its not from this plane.
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.
(It is from the abyss)