Evasion. If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails
Rampage. When Nuero reduces a creature to 0 hit points with a melee attack on its turn, he can move up to half his speed and make an unarmed strike attack.
Relentless Endurance: When Nuero is reduced to 0 Hit Points but not killed outright, He can drop to 1 hit point instead. He can’t use this feature again until you finish a Long Rest.
Void Touched Soul. Nuero is immune to being charmed. Nuero's unarmed strikes are magical, and he has resistance to magical effects as well as damage of spells of a level lower than 4.. After a Long Rest, Roll on the Indefinite Madness table for Nuero's current form of Madness, replacing his current one.
Multiattack. Nuero makes three attacks: two with its unarmed strike and one with his Serenity. He may chose to use his astral arms for any of his attacks, which deal his choice of Thunder or Radiant damage and have a reach of 15ft.
Unarmed Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 10) bludgeoning damage.
Serenity. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d6 + 10) bludgeoning damage plus 20(6d6) thunder or radiant damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.
Journey's End (Recharge 5-6). Nuero makes five unarmed strike against one target. The target must then make a DC 13 Constitution saving throw with a +1 DC for every attack that hit. On a failed save the target is knocked unconscious until the end of his next turn.
Dash. Nuero's movement is doubled for this turn.
Disengage. Nuero doesn't provoke opportunity attacks on this turn.
Dodge. Until the start of its next turn, all attacks made against the Nuero are made with disadvantage.
Flurry of Blows. Nuero makes two unarmed strikes.
Thunderous Block. Nuero adds 5 to its AC against one melee attack that would hit him. To do so, he must see the attacker. If the attack misses, the attacker takes 7 (2d6) thunder damage.
Violence. Nuero makes two attacks unarmed attacks.
Starlight Jaunt (Costs 2 Actions). Nuero magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Comeuppance. (Costs 2 Actions) As a Reaction, Nuero adds 6 to his AC against one attack that would hit him. If the attack misses, the attacker takes half the damage of the attack, rounded up. Nuero attempts to grapple a target with one of his astral arms. If the attack is successful, the creature is restrained (DC 20 Strength Check).
Trafficking. (Costs 2 Actions) Nuero attempts to grapple a target with one of his astral arms. If the attack is successful, the creature is restrained (DC 20 Strength Check). He may have up to 2 creatures grappled this way. If a creature is grappled in this way, Nuero may not use the same arm to grapple another creature, or use said arm to make an unarmed strike.
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.
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