Pilotable. When An entry plug is inserted into this creature if the synchronization rates are high enough they have full control over this creature. if synchronization rates are low or the Aberrant unit is unwilling the pilot and Aberrant unit must make a contested wisdom check. to take control.
Healing factor. At the start of its turn if the Aberrant unit has at least 1 hp it regens 1d10 hp
Psychic Terror Feild. The aberrant unit can cast shield at will As a reaction when the Aberrant Unit would take damage it can roll 3d20 and reduce the damage by that much,
Recover. The Aberrant Unit can remove one status effect afflicting it
Tear. Melee Weapon Attack: +6 to hit, reach 12 ft., 1 target. Hit: 28 (8d6) [Bludgeoning] damage.
Psychic Scream. Ranged Weapon Attack: +5 to hit, range 14/30 ft., 1 target. Hit: 26 (6d6) [Psychic] damage.
Psychic Tear. When interrupted by a Psychic Terror Feild you can roll 3d20 to counter the reduction effect of the Psychic Terror Feild
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
Enter a general description for your monster here.
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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