Undead Traits. Undead are immune to death effects, Disease, mind-affecting effects (charms, compulsions, morale effects, phantasms, and patterns), paralysis, Poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not subject to ability drain, Energy Drain, or nonlethal Damage. Undead are immune to Damage or penalties to their physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Undead are not at risk of death from massive Damage.
Spell-Like Ability. Once per day can cast Hold Monster.
Elemental Turning Vulnerability. A character who can turn undead and also turn water creatures gets a +2 bonus on turning checks against a desiccator. A character who can rebuke undead and also rebuke water creatures gains a +2 bonus on turning checks to rebuke a desiccator.
Fatiguing Touch. The slam of a desiccator makes living creatures exhausted level 5 (Fortitude DC 20 negates). (Creatures of the water subtype take a -4 penalty on this save). If the victim fails the save, the desiccator gains 5 temporary hit points, which last for up to 1 hour. An exhausted creature cannot become exhausted because of this touch.
Desiccating Breath. 15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 20 negates. (Creatures of the water subtype take a -4 penalty on this save).
Slam. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (2d6 + 15) bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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