BLOOD FRENZY.
The Cluxaur has advantage on melee attack rolls against any creature that doesn't have all its hit points. (i.e., bleeding)
MULTIATTACK.
The Cluxaur can make two Talon attacks when not being ridden.
TALONS.
Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 3) Slashing damage. By Jumping/Flying 5 ft into the air, the Cluxaur extends its reach to 10 ft.
SPURS.
Specially made Spurs can be attached to the Cluxaur's feet to add an extra +1d6 Slashing damage. These may be magic or mundane.
BEAK.
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 3) Piercing 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
These Large-sized Chickens have been bred and trained to be ridden into war. Their natural Dexterity and thick Feathers give them a higher-than-normal AC.
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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