Bloodthirsty. These are beings made to kill, they will hunt out anything they can find that is alive no matter the cost. But, unlike zombies they are relatively intelligent.
Hunt. The creature uses it superior senses to find living players.
Slash. Clawed attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d20 + 4) slashing damage.
Gullet Beam. Ranged attack: +3 to hit, range 30 ft., 1 target. Hit: 5 (1d20 + 1) force damage.
No bonus actions.
Thick Hide. The creature has a thick hide, and can ignore any kind of damage with a constitution saving roll of over 18, if over 15 damage is simply halved.
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
Scaled large dog like creatures, varying in colors, but most commonly orange. The creature will attempt to kill anything on sight, and normally dwell in an unknown realm, but can be summoned. They can also be summoned from “Chippy’s rod of Armageddon.”
In short they kinda look like the dog things from ghostbusters
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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