Long arms: Extra 5 feet on length
Flesh piercer: Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 16 (5d6 + 2) [damage type] damage.
Debt collector scimitar: Melee Weapon Attack: +3 to hit, reach 10 ft., 1 target. Hit: 14 (3d8 + 4) slashing damage.
Crowd controller (3 charges): Ranged Weapon Attack: +4 to hit, range 10/60 ft. 10 ft. wide cone, target. Hit: 18 (6d6) burning 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
Calort's are stronger and more intelligent than Gordurr's. They were made to be flexible, to be able to defend their masters or collect debts. These enforcers do share the Gordurr's complete disregard for morality and their own lives, doing whatever it takes to complete a task. They are able to perfectly mimic the movements of humans, making them excellent fighters in powerful steel bodies
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.