Club. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) Bludgeoning damage
Spear. Two-Handed Melee Attack: +4 to hit, reach 10 ft., one target. Hit: 6 (1d8+2) Piercing damage
Claws. Melee Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) Slashing damage
Shortbow. Two-Handed Ranged Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) Piercing damage
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 common kind of monster found in Hyrule. Although the red variety are the weakest, they aren't usually found alone. They tend to group together and form camps, typically along roads and rivers. Despite their low intelligence, they are quite formidable to the standard traveler.
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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