Special Trait Name.
Fly:
- Bor 'Habrash is using it's giant fey-bat wings to fly
Adaptation
- Bor 'Habrash has magic skin, allowing him to adapt to taken damage. For each lost 20 healthpoints it gains 1 AC and 1 less damage for each successful attack targeting him.
"Hit me all you want!"
Action Name. Enter the description for your action.
Action Melee Attack. Bite Attack: +2 to hit, reach 5 ft., 1 target. Hit: 4 (3d4 + 2) [Piercing] damage + 1d4 [Poison] damage. On a success the target becomes poisoned and takes CON saving throw for 15 each turn. On fail, it takce 2d8 poison damage.
"Bleed for me."
Action Melee Attack. Wings collision: +3 to hit, reach 15 ft., all targets in square are in front of him. Hit: 6d6 + 3 [Force] damage. All targets in area takes CON saving throw. On success they take half of damage and are pushed 5ft. away. On fail it takes whole damage and is pushed 15 ft.
Forwardly, every turn Bor 'Habrash throws d6. On 5-6 he can use this attack again later.
"Come at me, i can push you back again."
Action Ranged Attack. Scream Attack: +6 to hit, range 0/60 ft., all targets in line.
Hit: 3 (4d3 + 3) [Force] damage. If the attack hits any or all targets, each target cannot use magic untill Bor 'Habrash next turn.
"SILENCE!"
Dead calling
- Bor 'Habrash screams. Then each dead ally or neutral creature comes back as a skeleton.
"Come back to your eternal service!"
Reaction Name.
Blood is life:
Whenever a creature, that can bleed, dies, Bor 'Habrash is absorbing it's blood and receiving 4d6 hitpoints
"Give me your life, weakling!"
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
Enter a general description for your monster here.
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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