Special Trait Name. No special traits
Spellcasting. The bearbeast is a #-level spellcaster. Its spellcasting ability is (spell save DC #, +# to hit with spell attacks). The bearbeast has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name. Enter the description for your action.
Action Melee Attack. Spiked Club: +7 to hit, reach 5 ft., 1 target. Hit: # (2d8 + 4) [damage type] Blugoning
Action Ranged Attack. Spit Acid: +8 to hit, range 20 ft., 2 target. Hit: # (3d6 + 0) [damage type] Corrosion
Unarmed Attack. Claws: +5 to hit, range 5 ft., 1 target. Hit: # (2d6) Damage type : Slaching
Head Butt: +5 to hit, range 2 ft., 1 target. Hit: # (2d6) Damage type : Blunt
Reaction Name. The bearbeast will react to what ever the players do how ever you want.
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
A bearbeast will stop at nothing to get what he wants. They are very bad tempered and could erupt in anger. But despite that he holds his end of the deal
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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