Earthquake. Every other turn, Edward can use his bonus action to cause a small earthquake when he hits someone. Everyone within a sixty foot radius of him must roll a DC 14 Dex Save or be knocked prone and take 1d6 bludgeoning damage. If they succeed, the damage is halved and they do not fall prone.
Great maul. Great Maul: +9 to hit, reach 5 ft., 1 target. Hit: 16 (3d6 + 4) [bludgeoning] damage.
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
Edward Hanali is a high elf, CEO of a transport company, which mostly favors trains. He illegally transports drugs on his trains with a mafia, for his seven cloud giant clients, who want the drug to empower their army. This is his avatar, an extension of his most simplistic abilities, to attack without endangering himself.
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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