Ice Staff 1. Melee Weapon Attack: +100 to hit, reach 5 ft., 10 target. Hit: 110 (2d20 + 70) [cold] damage.
Ice Staff 2. RangedWeapon Attack: +100 to hit, range 5/100 ft., 5 target. Hit: 80 (1d20 + 60) [cold] damage.
Fire Staff 1. Melee Weapon Attack: +100 to hit, reach 5 ft., 10 target. Hit: 110 (2d20 + 70) [fire] damage.
Fire Staff 2. RangedWeapon Attack: +100 to hit, range 5/100 ft., 5 target. Hit: 80 (1d20 + 60) [fire] damage.
Arrow Shoot. RangedWeapon Attack: +100 to hit, range 5/100 ft., 5 target. Hit: 80 (1d20 + 60) [any] damage + Hit: 80 (1d20 + 60) [piercing] damage
Enter the description for how bonus actions work for your monster here.
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
she is the queen of Aowlgha.
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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