Special Trait Name. vorpal strength. adds a 1d6 to the next attack
Spellcasting. The vorpal cult member is a 1st-level spellcaster. Its spellcasting ability is 4 (spell save DC 12, +2 to hit with spell attacks). The vorpal cult member has following eldritch knight spells prepared:
Cantrips (at will): [thunderclap], [mage hand]
1st level (2 slots): [chromatic orb], [burning hands]
Action Name. vorpal sight. they see up to 60 feet
sword Melee Attack. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 7 (1d10 + 3) slashing damage.
bow Ranged Attack. Ranged Weapon Attack: +3 to hit, range 20/120 ft., 1 target. Hit: 7 (1d8 + 2) piercing damage.
it can run and do vorpal strength
Reaction Name. he can dodge long range attacks that are on his armor class
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
good fighters and spellcasters
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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