Medium Beast, Lawful Evil
Armor Class 18 natural armor
Hit Points 50 (5d4)
Speed 40 ft., Walk 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws CON +8
Damage Vulnerabilities Fire, Lightning
Damage Resistances Necrotic, Slashing
Damage Immunities Poison
Condition Immunities Charmed, Invisible, Poisoned
Senses Passive Perception 20
Languages Common
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

ralg flight. the vampiric ralg can fly at a speed of 40ft

Action Melee Attack. vampiric bite: +#15 to hit, reach #3 ft., # 1target. Hit: #2 (#d#4 + #4) [piercing] damage., this attack heals the vampiric ralg the amount of damage they do to the opponent

Action Ranged Attack. ralg blood quill Attack: +# 10to hit, range #2/40# ft., # 1target. Hit: #2 (#d# 4+ #3) [necrotic] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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 ralg with lavish clothing in shades of red and black, taking on the characteristics of a normal ralg.

Lair and Lair Actions

the vampiric ralg has a castle dedicated to itself, the castle is not just the abode of the ralg, there are usually multiple other monsters that reside in its walls.

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:

  • seize intruders: the ralg can call some of the other monsters in the castle to find and attack the party.
  • echo location: the ralg knows the location of all creatures in the castle, this action is not in affect during battle

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.

wrenthedeathbard

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