Special Trait Name. Enter the description for your special trait.
Spellcasting. The [Colt 45] is a 1-level spellcaster. Its spellcasting ability is [1] (spell save DC 1, +0 to hit with spell attacks). The [Colt 45] has following [Beast] spells prepared:
Cantrips (at will): [Stampede], [Summon Minotaur].
1st level (3 slots): [Summon Centaur], [Call of the Wild], [Call of Nature].
Action Name. Enter the description for your action.
Action Melee Attack. Kick: + 40 to hit, reach 4 ft., # target. Hit: 1 (1d6 + 4) [Bludgeoning] damage.
Action Ranged Attack. Dual pistols: +40 to hit, range 40/40 ft., 2 target. Hit: 2 (1d12 + 4) [Force] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
The roll of an ability check in Perception. To succeed the roll must be 1 or higher.
Hollow Points (Costs 2 Actions). The normal bullets in the dual pistols the Colt 45 holds are magically swapped out FOR ONLY THIS TURN with hollow point rounds which add piecing damage to his attacks, and in addition modify the damage to 2(2d12+4).
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
A young male horse with two extra arms on his back that dual wield pistols.
Lair and Lair Actions
A grand copse filled with moss and other greenery.
Lair Actions
On initiative count 1 (losing initiative ties), the [Colt 45] takes a lair action to cause one of the following effects; the [Colt 45] can’t use the same effect two rounds in a row:
- Grants all creatures in the lair who are not in your party piercing damage.
- Grants.all creatures in the lair who are not in your party bludgeoning damage
- Can resurrect one of its fallen allies
Regional Effects
The region containing a legendary [Colt 45]’s lair is [Natural], which creates one or more of the following effects:
- Any ally of the Colt 45 is granted the ability to use the spell Call of the Wild as an addition spell while they are inside they lair. After leaving the lair this temporary spell use will no longer be allowed, unless they already had access to the spell before entering the lair.
- Enter a regional effect description.
If the [Colt 45] dies, these effects fade over the course of 1d6 days.
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