fling. use an action to throw a grappled creature up to 40 ft in a random direction the creature takes 1 d6 bludgeoning damage for every 10 ft thrown
bite. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 14 (4d6 + 4) [piercing] damage.
Greatslash. melee Weapon Attack: +5 to hit, range 20 ft., 1 target. Hit: 16 (2d12+ 4) [slashing] damage.
as a bonus action this creature sends out some of his dreads in an attempt to grapple a target creature, the creature must succeed a DC 13 STR/DEX saving throw to not be grappled or break free
has 3 legendary actions to use at the end of a players turn one at a time and are restored at the end of its turn
dread ray (Costs 1 Actions). cast a random ray from listed rays
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 tall bezerker orc merged with a beholder with dreadlocks that have come alive and now act as tentacles
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.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
11/3/2022 5:33:06 AM
|
2
|
1
|
5e
|
Coming Soon
|
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