Keen Senses. Charlotte has advantage on checks made to discern things about her environment.
Landing Abilities. If Charlotte falls from a height of 50 feet or less, she takes no fall damage.
Resurrection. If Charlotte dies, she comes back to life in 1d8 days.
Puppy Dog Eyes. Anyone who can see Charlotte must succeed on a DC 23 Wisdom save or be charmed for the next 1d4 rounds.
Multiattack. Charlotte makes 4 attacks, only one of which can be an Ear Power Strike, and 2 of which can be Bites.
Claws. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 35 (5d10 + 10) slashing damage.
Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 46 (6d12 + 10) piercing damage.
Ear Power Strike. Ranged Weapon Attack: +15 to hit, range 150/250 ft., 10 targets. Hit: 76 (11d12 + 10) radiant damage.
Nimble Dodge. If charlotte is targeted by a weapon attack, she can use her reaction to dodge out of the way, gaining a +4 AC bonus.
She can do 4 Legendary Actions per round.
Cuddle (Costs 1 Action). She gives inspiration to a willing creature she is touching.
Feint (Costs 2 Actions). Charlotte feints away and distracts her enemy, causing the effect of a confusion spell.
(Costs 1 Action). Enter the description for your mythic action.
Description
Charlotte is a very cute dog with a good heart and a friendly demeanor. She is a huge but very muscular German Shepherd and she loves her family.
Lair and Lair Actions
Charlotte's lair is a small crate in a California bedroom somewhere near the San Francisco Bay.
Lair Actions
On initiative count 20 (losing initiative ties), Charlotte takes a lair action to cause one of the following effects; Charlotte can’t use the same effect two rounds in a row:
- Claustrophobia. Each creature in the lair other than Charlotte must succeed on a DC 16 Wisdom save or be frightened of the lair for 1d4 rounds.
- Whirlwind of Loose Toys. Charlotte creates a tornado of stray toys. Anyone in the lair other than Charlotte must make a DC 16 Dexterity save or take 15 (3d10) bludgeoning damage.
Regional Effects
The region containing Charlotte The Legend's lair stinks like fresh sh**, which creates one or more of the following effects:
- Stink. Anyone in the region must succeed on a DC 17 Constitution save or be poisoned for 1d4 rounds. Additionally, for those rounds, they take 15 (3d10) poison damage. If they succeed on the saving throw, they are immune to the region's effects for 24 hours.
If Charlotte dies, these effects fade over the course of 1d100 days.