Bleeding. If a target is hit by your broken blade, they must take a CON 17 saving throw or take an extra 1d6 damage for their next 2 (1d4) turns.
Poison. If a target is hit by your claws, they must take a CON 15 saving throw or be poisoned for their next 2 (1d4) turns
Summon. At the end of Zekhem's turn, he can summon 1d6 zombies to fight with him (10 after the first round)
Broken Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (1d8 + 4) slashing damage.
Claws. MeleeWeapon Attack: +5 to hit, range 5 ft., # target. Hit: (1d6 + 4) Slashing damage.
Eldritch Blast. A beam of crackling energy streaks toward a creature within range. Make a DEX 15 saving throw. On a hit, the target takes 1d10 force damage.
Extra Attack. You get one extra attack action
Opportunity Attack
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
A once-great fighter turned zombie by a witch. Still understands everything he did in his past life, but is dammned to fight everyone he meets. He has an army of zombies that he can summon at will
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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