Improved Critical. Skarmen scores a critical hit on a natural 19 or 20.
Antimagic Field. The demon has enchanted Skarmen with an antimagic field. This works similar to the spell.
Indomitable. Skarmen can reroll any failed DEX, STR or CON saving throw. He must use the new roll, even if it is worse.
Posessed. Skarmen is immune to any mind altering spell such as charm, mind control or similar spells. The demons grip is to tight on him.
Unnaturally Athletic. The Demon gave Skarmen his remarkable skills as an athlete back. He is as athletic as he was in his prime. He can add +2 to any STR, DEX, or CON check you make that doesn’t already use his proficiency bonus and when he make a running long jump, you add +5 ft. to the distance.
Sentinel. When Skarmen hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from him even if they take the Disengage action. When a creature within 5 ft. of him makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature.
Heavy Armour Master. Bludgeoning, piercing, and slashing damage that Skarmen take from nonmagical weapons is reduced by 3.
Multiattack. Skarmen Attacks 3 times with his heavy Mace. He can split his attacks as he seems fit.
Heavy Mace. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) Bludgeoning damage.
Interceptor. When a creature Skarmen can see hits a target, other than him, within 5 ft. of him with an attack, he can use his reaction to reduce the damage the target takes by 1d10+4 (to a minimum of 0 damage)
Action Surge. Skarmen can take one additional action on his turn. This can be used 1 times per short rest.
Secound Wind. Once per short rest Skarmen can regain 1d10+12 hit points.
Interceptor. When a creature Skarmen can see hits a target, other than him, within 5 ft. of him with an attack, he can use his reaction to reduce the damage the target takes by 1d10+4 (to a minimum of zero damage)
Sentinel Attack. When a creature within 5 ft. of Skarmen makes an attack against a target other than him, he can use his reaction to make a melee weapon attack against the attacking creature.
Skarmen has 2 Legendary Actions.
Sentinel(Costs 1 Actions). Skarmen can Take the Sentinel Attack reaction instead of a legendary Action once per turn without using his reaction.
Legendary Resistance(Costs 1 Action). Skarmen can use one of his Legendary Actions to automatically pass a failed saving throw. This does not stack with his Indomtable trait.
Siphon Life(Costs 1 Action). Skarmen can use one of his Legendary Actions to heal 1d10+12 if he is within 5 ft. of a character who is either dead(and not reanimated as a undead) or lays down dieing. If the character lays down dieing, he automatically fails one death saving throw.
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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