Water Skin . whenever it is in water the Cruel fang will heal 1d6 of health every turn it is in water
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]
tentacle. it hits you with its tentacle 1d6+3 of damage if it hits
Bite. Melee Weapon Attack: +4 to hit, reach 6 ft., 1 target. Hit: 12 (2d6 + 4) [slashing] damage.
Boiling Ink . RangedWeapon Attack: +6 to hit, range 12/14 ft., 2 target. Hit: 10 (3d6 + 6) [Acid/poison] damage.
Dive. it can dive under water to avoid an attack once every 3 turns
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
its a squid like creature with a skull like head they are 20-30 ft long and come in a variety of colors
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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