Roar-The Clanytch lets out a piercing roar. Any creature in a 40 ft cone must make a Wisdom save DC 15, taking 2d8 psychic damage and be frightened of the Clanytch on a fail, on a success the target(s) takes half damage and is not frightened.
To get this ability back the DM must roll a 5-6 on a d6.
Tail whip: +5 to hit, reach 5 ft., 1 target. Hit: (3d6 + 3) bludgeoning damage. On a hit the DM can choose whether the target is knocked prone, grappled, or knocked 10 ft back. All of these require athletics contests.
Spine attack: +6 to hit, range 30/90 ft., 1 target. Hit: (2d10 + 4) piercing damage 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
The Clanytch is a normal feline house pet cat until it get mad enough or chooses to grow into its true form.
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