Special Trait Name.
scorching blast
Deals 4d12 fire damage 30 foot cone shooting out 40 feet 4 turns ignites targets dealing 3d6 fire damage each turn unless they spend a bonus action to put out fire dex save of 14
continental divide
it jumps up and slams the ground making it shake and turning a 60 foot radius around the creature into rough terrain and anyone who fails a athletics check falls prone dc of 14 and 20 feet either side a 40 foot wall shoots up it is 10 feet thick 3 turns
Abyssal Roar
shrill sounding noise emits from the creature and can give the frightened effect and shaken along with dizziness and dispelling magic in the area only works on magic not items but the creature can choose which magic to dispel can be used every dc of 16 of wis and con 5 turns
the creature has natural camo at night giving it advantage
Action Name.
Claw
deals 2d8 slash damage and a con save of 8 to not be poisoned and its range is 30 feet with a 60 foot cone
Bite
bite deals 4d8 pierce damage and restrains target for a turn or until hit in the jaw
Tail
massive tail attack dex save of 16 deals 3d8 blunt damage full 360 30 feet range
horn attack the creature drags its horns on the ground and slashes at attackers dealing 2d12 blunt damage dex save of 12 30 foot straight line IN front
punch
creature can lunge and punch targets sending them flying 30 feets and dealing 4d8 blunt damage single target
swallow
creature opens its mouth and multiple tonged like appendages wrap around the target give restrained blindness and dealing 2d8 each turn until freed by hitting its jaw or getting an 18 strength save dc
bonus action
Tail Barrage it can send each tail to a different target or a single target dealing 3d6 pierce damage each tail
Unnatural glow the creature can also make its body glow to blind attackers con save of 15
spine volley can also shoot spines from its back dealing poison damage along with 3d6 pierce for each spine dc of 12 for each 2 point down add 1d6 extra damage 1d4 posion damage and causes nausea disadvantage to hit
natural instincts it can defend itself with its tail against projectiles and small magic like fire bolt give the attack disadvantage 2 turns 4 turn cooldown
Reaction Name.
sonic wave
it can use a smaller screech to blow away any projectiles and send target that attack at melee flying 10 feet away and making their attack not hit can be passed through with 14 strength dc
Flame coating
it can light its body on fire like a shield of flame and does 3d6 fire damage if anyone attacks any wooden projectiles burn before they hit the target and it becomes immune to any and all fire damage in that state
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions).
hunger frenzy
the target lets out a screech and for 3 turns all attacks deal an extra 1d6 damage and the creature gains 50 temp health and its body uses the skill flame coating for the duration along with being able to attack 1 more time
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
this creature is a 50 foot tall emaciated looking giant but the feet seem to be that of a feral animal with massive claws and black fur arms are the same
torso is fitted with black fur all over
head is made of a skull looking like a deer its eyes glow like they are on fire even with no eyes in the sockets
red lines that seem to be veins can be seen glowing from the creatures belly up it throat and into the skull glowing bright red
the creature is seen to have glowing saliva
it has massive deer like horns
and red dim glowing spines on its back
even in some of the brightest light this creature remains just a black figure
the claws are 3 feet long and give the target enhanced climbing
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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