Special Trait Name. Dexterity evasion
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., # target. Hit: (1d8 + 2) [Slashing] damage + (1d6) [Poison] damage and on a failed con save (dc 12) they become poisoned, taking 1 damage per turn, movement speed is reduced by 10ft, and they have -1 to hit.
Bonus Action Healing Potion. As a bonus action, can heal for 25 HP
Enter the description for how bonus actions work for your monster here.
Counter. On a missed attack against him, he can make a dagger attack
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
A tall changeling wielding a dagger.
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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