Immutable Form. B4 is immune to any spell or effect that would alter its form.
Magic Resistance. B4 has advantage on saving throws against spells and other magical effects.
Siege Unit. B4 deals double damage to objects and structures.
Multiattack. B4 makes three attacks; one with its Concussion Blast and two with its Eldritch Turrets.
Concussion Blast. Melee Attack: +18 to hit, 10ft cone. Hit: 14 (2d12 + 10) bludgeoning damage, and the target must make a DC 20 Strength saving throw; on a failed save, B4 pushes the target up to 30 feet away from it and they are knocked prone.
Eldritch Turret. Ranged Spell Attack: +12 to hit, range 200 ft., one target. Hit: 14 (4d8) force damage.
Enter the description for how bonus actions work for your monster here.
B4 can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and can be used during B4's turn or an opponent's turn. B4 regains spent legendary actions at the start of its turn.
Suppressing Fire. B4 spews a continuous cone of flame Wall of Fire in a 15ft cone in front of itself. Anyone caught in the blast must make a DC 18 Dexterity saving throw, taking 23 (5d8) fire damage on a failed save, or half as much damage on a successful one.
Nano Spike (AC: 13, HP: 10). B4 launches a living projectile within 200ft, leaving a living ooze that expands in a 5ft. radius. Any creature that is caught in the living ooze, or begins it's turn in living ooze must make a Dexterity saving throw, taking 20 (8d4) poison damage on a failed save, or half as much damage on a successful one.
Defense Matrix. Until the start of it's next turn, B4 is resistant (takes half damage) from ranged attacks from the front.
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
Enter a general description for your monster here.
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
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12/18/2022 5:16:22 PM
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1
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Coming Soon
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