Multiattack. The Caseax makes three attacks: one with its bite and two Claw attacks.
Painful Fear. If a creature is frightened by the Caseax and starts its turn within 60 ft of it, it takes 10 (2d10) psychic damage
Teleport (Recharge 3–6). The Caseax magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. Before or after teleporting, the Caseax can make one bite attack.
Multiattack. The Caseax makes one Bite attack and two Claw attacks.
Legendary Resistance (3/Day). If the Caseax fails a saving throw, it can choose to succeed instead.
Commanding Poison. The Caseax releases a poison cloud around a creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, or the target can’t take a reaction, it takes 5 (1d10) psychic damage.
Tail. The Caseax makes one Tail attack.
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
| d100 | Effect (lasts 1d10 minutes) |
|---|---|
| 01–10 |
The character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. |
| 11-20 | The character is plagued by vivid images of their loved ones being tortured/killed and takes 1d6 psychic damage |
| 21–30 | The character becomes incapacitated and spends the duration screaming, laughing, or weeping. |
| 31–40 | The character becomes frightened of the first creature they see and must use his or her action and movement each round to flee from the source of the fear. |
| 41–50 | The character begins babbling and is incapable of normal speech or spellcasting. |
| 51–60 | The character is overcome by the uncontrollable urge to punch the nearest creature in the face and must use his or her action each round to make an unarmed strike at the nearest creature upon going mad in this way.. |
| 61–70 | The character experiences vivid hallucinations and has disadvantage on ability checks and their speed drops to 0. |
| 71–75 | The character does whatever anyone tells him or her to do that isn’t obviously self-destructive. |
| 76–80 | The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal and drops Prone. |
| 81–90 | The character is stunned. |
| 91–100 | The character falls unconscious. |
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