-Second Wind
(Heal 1d10+30)
-Action Surge
(Have a Second Turn)
-Superior Critical
(Crit at 18-20)
-Extra Attack
(7 extra attacks)
-Indomitable
(you can reroll a failed saving throw, up to three times a long rest)
-Survivor
(Heal 15 at the start of every turn while under half health)
-Assassinate
(advantage against any creature that hasn’t taken a turn yet. Any hit scored against a surprised creature is a crit)
-Cunning Action
(Gain an extra bonus action to dash, hide, or disengage)
-Uncanny Dodge
(halve any damage you can see)
-Evasion
(When making a Dexterity saving throw to take only half damage, take no damage if you succeed, and only half damage if fail.)
Flame Tongue Longsword: +20 to hit, reach 5 ft. (3d8 + 15) Slashing damage.
Frostbrand Longsword: +20 to hit, reach 5 ft. (3d8 + 15) Slashing damage.
Dagger of Venom on Rope: +18 to hit, reach 5(60)ft. (6d4+15) Piercing damage.
Intimidate (Costs 1 Action). Upon activating this ability all creatures within 300 feet of Zana must make a DC20 Wisdom saving throw upon succeeding the creature only takes 3d6 psychic damage, upon failing the creature becomes frightened until Zana's next turn and also take 6d6 psychic damage.
When brought to 25% or less health Zana enters her mythic phase. Her red eye begins to glow, their speed increases to 60ft, +4 to all to hit and damage rolls, and.
Champion's Maelstrom (Costs 3 Actions). Zana pulls out both of her longswords and uses a sword spin, a Fire tornado, and Blizzard 60ft in circumference decimates anything near it. All creatures within 60ft of Zana must make a DC25 Dexterity saving throw when failed creatures must take 7d6 fire damage and 7d6 cold damage. If the creature succeeds in the saving throw they must only take half.
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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