Graceful. Any sentient race, when coming across it, must make a (15) wisdom saving throw. Otherwise they must gawk at its grace for 1D8 minutes. Meanwhile they have disadvantage at perception rolls.
Bite. Melee Attack: +6 to hit, reach 5 ft, 1 target. Hit: 8 (1d8 + 3) piercing damage.
claws. Melee attack: +6 to hit, reach 5 ft, 1 target. Hit: 10 (2d8) piercing damage.
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
Aevulpir is a bred animal, often owned by royalty. Though at some point it got released into the wild and formed a population there. They are play creatures, like to play tricks and the alike.
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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