Legendary Resistance (2/Day). If the Underkin War Master fails a saving throw, it can choose to succeed instead.
Adapted Lungs: Due to the Underkin War Master's new living conditions, they are able to withstand toxic environments. The War Master cannot be poisoned that originated by inhaling.
Sunlight Sensitivity. While in sunlight, the Underkin War Master has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Multiattack. The Underkin War Master makes three Maul attacks.
Maul Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Maul Attack Name (Costs 1 Actions). The War Master may make one attack.
Gore (Costs 2 Actions). The Underkin War master may move 10 feet and impale them on its helmet. The target makes a Dex or STR (Its choice) or take 4d12 piercing damage on a failed save or half as much on a success.
Brace (Costs 2 Actions). The War Master takes the Dodge Action.
Command Volley (Costs 3 Action). any allied creatures that can hear the War Master can use their reaction to make a ranged 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
Cultural Origin: In lands where Orc tribes are purged in preemptive strikes. Some tribes sought salvation in the underdark. Surface tribes comes to call them the Underkin. The bodies of orcs have adapted to their new environment. Skin becoming Albino white as well as high tension areas of their bodies developing callus padding.
Some surface chiefs have called into question how their bodies changed abnormally fast. But there are only theories.
The Underkin War Master: Those in the warriors caste who survive the harsh struggles of the underdark are promoted to lead hordes of the whelps as they enter the warrior caste.
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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Posted Dec 3, 2022Sorry for the rookie mistakes. I couldn't figure out how to get rid of the boxes that don't have any special actions.