Aggressive. As a bonus action, Andrew can move up to its speed toward a hostile creature that it can see.
Alert. The monster has advantage on Dexterity checks for initiative. Additionally, the monster can’t be surprised, and any creatures don’t gain advantage on attack rolls against it as a result of being hidden from it.
Blood Frenzy. The monster has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Otherworldly Perception. The monster can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.
Inscrutable. Andrew is immune to any attempts to read his mind.
Multiattack. Andrew makes 4 punch attacks.
Punch. Melee Weapon Attack: +13 to hit, reach 10 ft., 1 target. Hit: 29 (4d10 + 7) bludgeoning damage.
Psionic Burst (Recharge 6). Andrew forces a telepathic connection on one creature of his choice. That creature must make a DC 21 INT save or take 14 psychic damage and be stunned for one minute. The target can make the save at the end of each of its turns to end the effect. A successful save reduces the damage by half and negates all other effects.
INTJ Stare (5/day). Andrew produces a feeling of immense discomfort in every of his choice he can see within 60 feet. They must make DC 21 Wisdom save or be poisoned for one minute. The target can make the save again at the end of each of its turns.
Andrew has 3 legendary actions, which he can only take at the end of another creature's turn. He may only use one legendary action at a time.
Stomp (Costs 2 Actions). Every creature within 15 feet of Andrew takes 14 (4d6) bludgeoning damage, and must succeed on a DC 15 strength saving throw or be launched 15 feet away from Andrew and knocked prone.
Psionic Burst (Costs 3 Actions). Andrew uses his Psionic Burst, if it is ready.
INTJ Stare (Costs 1 Action). Andrew uses his INTJ Stare.
Punch (Costs 1 Action). Andrew makes a punch attack.
Psycho Sense (Costs 2 Actions.) Andrew makes a Wisdom (Perception) roll.
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
"Andrew" is a name widely feared across the multiverse as a time-traveling nomad with unknown ambitions. Many efforts have been made to stop or contain him, but he has eventually broken out of all of them. It is believed he is a mere thought, and the widespread fear of him is the source of his power. This is unconfirmable hearsay, however, as fear of him is only natural.
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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Posted Jun 17, 2022this sucks