Weakening presence. When a creature is near blinky that isn't blinky or his owner, he can give that creature disadvantage on attack rolls if they are within 15 feet of him.
Action Name. Enter the description for your action.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 16 (2d8 + 2) [piercing] damage.
Claw. Melee Weapon Attack: +3 to hit, reach 10 ft., 2 target. Hit: 11 (3d4 + 3) [slashing] damage.
(Recharge (4-6)
Fire fang. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 21 (3d8 + 5) [fire] damage.
(Recharge 5-6)
Fire teleport. Blinky teleports up to 60 feet away and leaves fire in his spot before he teleports. Any creature that steps in this fire takes 4d4 fire damage.
Fire heal. When Blinky takes fire damage, he heals the amount of damage he takes.
Blinky has 3 legendary actions that he regains at the start of his turn.
Bite. (Costs 1 Actions). Blinky uses bite.
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.
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