Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] 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.
Stomp. Melee Weapon Attack: +10 to hit, reach 20 ft., 1 target. Hit: 46 (3d12 + 10) bludgeoning damage.
Spin. Melee Weapon Attack: +14 to hit, reach 15 ft., all targets in range. Hit: 90 (20d4 + 10) bludgeoning damage.
Splash of lava. RangedWeapon Attack: +12 to hit, range 60 ft., 1 target. Hit: 110 (#5d20 + 10) fire damage. Inflicts enhanced burning (10d10 fire damage per turn)
Enter the description for how bonus actions work for your monster here.
5 Legendary Actions
Lava excretion (Costs 3 Actions). The Construct builds up fiery pressure as lava spews from its limbs in a wide and devastating AOE attack. Hits all creatures in a 20ft radius who fail a DC20 DEX throw and applies burning (1d10 damage at start of turn)
Fierce Roar (Costs 2 actions): The construct lets out a blood curdling fearsome roar that strikes all within a 50ft radius of it with a striking fear. Any target within the radius who is able to hear the roar must roll a DC20 Charisma throw. Upon a failed roll, you will be stunned for the rotation and your turn will be skipped.
Grab (Costs 1 Action) The Construct reached down to grab one person of its choice. If the chosen target fails a DC20 DEX throw, the target will be grabbed. Upon doing so, it will stun the grabbed person and skip their turn. The construct may only grab two people at a time. If two people are grabbed, Spin and Splash of Lava becomes unavailable. The only ways to escape the grasp of the construct are to either be let go by it willingly, have a party member hit its hand for 30 or more damage, or by succeeding on another DC20 STR saving throw when it comes to your turn. If escape is successful, you enter a recovery phase, and are unable to attack until the turn after you were let go.
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
The affliction constructs are typically 25 meters in height that take the form of a large rocky golem with lava seeping from any cracks, and in any joint. They typically have some type of man made architectures on the top of their flat backs, which act as lures for unsuspecting approaching prey. They always have door shaped arches of some sort on their back. It is rumored that they travel between the groundfloors and the overworld through that very door on their back.
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.