Drip: The Ytinra slices its wrist, allowing blood to drip down its fingertips. (After this ritual is completed the Ytinra gains advantage on one attack roll within the next three)
Snare: The Ytinra sets up a home-made trap to catch its victims within battle. This must be done after passing a stealth check, must beat the player's passive perception or cannot complete action if they are spotted. Caught victim must beat a dexterity saving throw with a DC of 14. If the saving throw is passed, they take half of the damage (1d6).
Sword: Ytinra swings its rusted sword. +2. 5 ft. 1 target. 1d8+2. (one-handed). 2d8+2 (two-handed).
Headbutt: The Ytinra smashes their opponents head with their own. +4. 5 ft. 1 target. 1d10+2 (enemy damage). 1d4 (self-damage).
Once per initiative set, as a bonus action, the Ytinra can screech horridly. This terrible sound summons two more Ytinra and can only be made by two different Ytinra before there are no more of them to show up.
Opportunity Attack: When an opponent moves past the Ytinra they are able to make a regular attack.
Breath of Ytinra: Once per initiative set the Ytinra can completely dispel any attack coming its way, negating all damage completely.
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
The Ytinra are a bottom-feeding race of lowly undead who prey on sleeping or defenseless enemies. Their skin is rotting and turning blue and the stench from the decomposition is what makes most of their prey aware of them. They are disgusting and killed on sight by most militia/guardsmen, and it's even made into sport or betting in some cases.
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.
Comments