Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Bite. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 35 (5d12 + 20) [poison] damage + (2d12) [piercing] damage.
Scales. RangedWeapon Attack: +10 to hit, range 120/10 ft., 5 target. Hit: 23 (3d12 + 10) [piercing] damage.
Normal Bonus actions
normal reactions
The Seamelter has 3 legendary actions.
Acid Splash (Costs 1 Action). Each creature within 50ft of the seamelter must make a dexterity save (DC 19) or take (10d12) acid damage.
Blood Fury (Costs 1 Action). The Seamelter makes 2 Bite attacks and one Scale attack.
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
As you enter the cave you see as it streches over 800ft in all directions. in the middle of a pile of skulls the Seamelter waits, with 5 other Seamelters aswell!
Lair Actions
On initiative count 20 (losing initiative ties), the Alpha Seamelter takes a lair action to cause one of the following effects; the Alpha Seamelter can’t use the same effect two rounds in a row:
- The ground shakes as acid spills from the pools, all creatures must make a dexterity save (DC 19) or take (9d10) acid damage
- A huge pit in the ground crumbles inward, all creatures in a 50ft range take (4d6) piercing damage as they hit the spiked rocks on the bottom
Regional Effects
The region containing a legendary Alpha Seamelter’s lair is correpted which creates one or more of the following effects:
- the land is baren, all plant and animal life gone
- the air is hard to breath and stings your eyes
- there is patroling Seamelters everywhere.
If the Alpha Seamelter dies, these effects fade over the course of 2d4 days. The land will nerver flower againn.
Comments