Action Melee Attack. Sword: +5 to hit, range 5 ft., 1 target. Hit: 5 (4d6+4) [Slashing] damage.
Action Ranged Attack. Sword Throw: +10 to hit, range 60/200 ft., 8 target. Hit: 10 (8d10 + 10) [Slashing, piercing] damage.
Relocate. The mist can relocate up to 30 ft away.
Counter Thrust. If the player attempts to attack the mist with a non-magical weapon, the mist can react with a Counter Thrust. The Reaction hits automatically no matter the players AC. The attack hits with a Critical that is the same as a glaive attack. (1d10+5+Critical Damage)
This monster can make a Legendary Action 2/Day.
Rain of Steel (1 Turn). The mist grows and rises into the air to cover a 80 ft square of land. The mist can then make and attack that uses all of its actions to create a Rain of Steel on the party. This attack does 4d12/player in the 80 ft square. Players in the square must make a 20 DEX Saving Throw to attempt to dodge some of the swords. On a failed save, the player takes full damage and is knocked prone. (Player can take cover under any hanging object like a building or roof)
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
Advantage on Perception Checks. Immune to all non-magical attacks. Cannot be grappled. Cannot be Sneak Attacked.
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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