Fire Resistance. This creature takes half as much damage from fire based attacks.
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 9 (1d6 + 3) [slashing] damage.
Action Ranged Attack. Ranged Weapon Attack: +2 to hit, range #25/50 ft., #1 target. Hit: 25 (2d12 + 3) [fire] damage.
Blinding Lights. The creature flashes it’s markings as bright as possible, causing blindness to any creature in a 20 ft radius.
Cloak of Flames. The creature cloaks itself in flames, lasting 3 turns. If the creature uses a physical attack with this effect, the attack does half as much extra damage as ignites the creature affected. This creature cannot attack the enemy the same turn this enemy is used, even with a bonus action.
Morph. The creature shrinks itself down to a 4th of its size. This can be used at its own leisure out of battle or in battle. All physical damage dealt in this form has -4 to it. All magical damage dealt in this form has -2 to it.
Healing Fire. Ranged Weapon Attack: DC 16 to hit, range 25/59 ft., multiple targets . Restores hit points to full to any ally hit in the blast. Any allies hit loose their next turn, and the creature loses their next two turns.
Wing Block. The creature block all incoming damage, except water damage, until it’s next turn. Can be used once per short rest.
Gift of Conjuration. The creature imbues the weapons of an ally with its “Primal Fire”. This effect lasts for 3 turns and adds +3 to all damage.
Enter the description for how bonus actions work for your monster here.
Cloak of Flames. The creature is covered in flames, negating all physical damage for that turn. This reaction has no effect on magical attacks.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.