Warriors Resolve. The Vulkanus Warrior has an advantage on all constitution saving throws.
We Fight Together. Whenever a Vulkanus Warrior is within 20 feet of another Vulkanus Warrior all of its attacks gain a 1d12 bonus.
Breath Weapon. The Vulkanus Warrior can use its Action to exhale a powerful burst of flame, in a 15 foot cone. When it uses its breath weapon, each creature in the area of this exhalation must make a dexterity saving throw. The DC for this saving throw is 12. A creature takes 2d6 damage on a failed save, and half as much on a successful one.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) slashing damage, or 8 (1d10 + 5) slashing damage if used with two hands.
As a bonus action, the Vulkanus Warrior can attempt to regain all its health and boost its power. The Vulkanus Warrior must succeed a DC 12 saving throw, and if it succeeds, it shall regain all of its health and gain an advantage on all saving throws until they take a short or long rest. On a failed throw they gain a disadvantage on their next attack
Lockdown. If the Vulkanus Warrior is within 5 feet of any creature(must be humanoid) they can attempt to sweep the creature off its legs and grapple it onto the ground, the creature must succeed a DC 12 dexterity saving throw.
Massive. If any creature attempts to grapple the Vulkanus Warrior they must succeed a DC 18 strength saving throw and if they fail, they take 1d6 damage + 2.
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
These warriors hail from Vulkanus, a large country taking up most of Central Islé, and they are fierce Dragonborn warriors who are trained since they are 10 years old and usually retire at 50~60.
They are almost immovable when it comes to guarding their homes and fearless when battlibg their foes and are feared across the land for their power and the alliance they have with the thrive laénd elves.
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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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