Mount. Beowulf can take one action and one dragon action to mount. Beowulf can't use legendary actions for this turn. While mounted Beowulf's flying speed is 80ft.
Mounted Combatant. While Beowulf is mounted and isn't incapacitated, she has advantage on melee attack rolls against unmounted creatures smaller than her mount. She can force an attack against her dragon to target her instead, and when her dragon is subjected to an effect that allows it to make a Dexterity saving throw for half damage, the dragon instead takes no damage on a successful save and only half on a failed save.
Savage Bond. If the dragon takes damage from a creature it can see within 10ft of it while mounted by Beowulf, the dragon can make a bite attack against the creature using it's reaction.
Multiattack. Beowulf makes three melee attacks. Alternatively, she can make two ranged attacks with her javelins.
Hrunting. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage plus 10 (3d6) force damage.
Shield Bash. Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. Hit: 14 (1d10 + 8) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 22 Strength saving throw or be knocked prone.
Javelin. Melee or Ranged Weapon Attack: +13 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 23 (4d6 + 8) piercing damage.
Enter the description for how bonus actions work for your monster here.
Parry. Beowulf adds 3 to her AC against one melee attack that would hit her. To do so, Beowulf must see the attacker and be wielding a melee weapon.
Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.
Lightning Breath (Recharge 5–6). The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Dive. The dragon can either swoop down and make a fire breath attack or land which causes 2d20 bludgeoning damage and 9d6 fire damage in a 5ft radius of where it landed. If the dragon lands on someone they have to make a DC 25 Dexterity saving throw to avoid 4d20 bludgeoning damage. the dragon could also pick you up and drop you 150 ft (1 action), but if you do a DC 20 Dexterity saving throw to avoid being picked up or a DC 28 Strength saving throw every tun to free your self. (the dragon goes up 15ft every turn giving only 10 turns to escape before being dropped.
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
Hit Points 225 (18d12+108)
Speed 40 ft., burrow 30 ft., fly 80 ft.
Skills Perception +12, Stealth +5
Damage Immunities Lightning
Senses Blindsight 60 Ft., Darkvision 120 Ft., passive Perception 22
Languages Common, Draconic
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.