Unarmored Defense: While not wearing armor, your AC equals 10 + DEX modifier + CON modifier + any shield bonus.
Reckless Attack: You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
Primal Knowledge: When you reach 3rd level and again at 10th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st level.
Winged: You have bat-like wings and a flying speed of 30 feet.
Ancestral Protectors: While raging, the first creature you hit with an attack on your turn has disadvantage on any attack that isn't against you, and when the target hits a creature other than you, that creature has resistance to the damage dealt by the attack.
Fast Movement: Your speed increases by 10 ft. while you aren't wearing heavy armor.
Feral Instinct: You have advantage on initiative rolls. Also, if you are surprised at the beginning of combat but not incapacitated, you can act normally on your first turn if you enter a rage before doing anything else.
Brutal Critical: You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Consult the Spirits: Once per short rest, you can cast either augury or clairvoyance, without using a spell slot or material components. WIS is your spellcasting ability for these spells.
Great Weapon Master: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action. Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll to add +10 to the attack's damage.
Vicious Halberd: When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
Oil of Sharpness: This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Ring of Evasion: This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Action Name.
Multi Attack: Xianna can attack twice on her turn.
Action Melee Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 9 (1d10 + 4) Slashing damage.
Great Weapon Master Attack: On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 HP with one, you can make one melee weapon attack as a bonus action.
Rage: As a bonus action enter a rage for up to 1 minute (10 rounds). You gain advantage on STR checks and saving throws (not attacks), +3 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action.
Instinctive PounceAs part of the bonus action you take to enter your rage, you can move up to half your speed.
Opportunity Attack: You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
Spirit Shield: If you are raging and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 3d6
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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