Wind-Up: Before the Asylum Demon makes an attack with its maul, it winds its weapon back preparing the attack. A player may use their reaction to make a DC12 Dexterity saving throw; on success the demons attack is made with disadvantage. On Fail of 4 or more the attack is made with Advantage.
Brute: Any melee weapon deals one extra die of its damage when the Asylum Demon hits with it.
Maul: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 14 (3d6+5)
Wide Swing: Melee Weapon Attack: +4 to hit, reach 10 ft., Front cone target (2d6+5)
Booty Slam: The Asylum demon lifts itself with its tiny wings on its back, all creatures within 5 ft. of the Asylum demon must make a DC13 Dexterity saving throw or suffer 1d8 Bludgeoning damage, if the save is failed by 5 or more they would suffer 2d8 instead.
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