Baffling presence (3/day). You simply baffle the mind with your manner of speech and actions, as an action you can use your confusing manner to make a target roll a wisdom saving throw (DC 17), on a failed save the enemy is stunned for one round. On a success the target is unaffected.
Crackhead energy (1/day). You give off the aura of an absolute madman, as an action you can cast the haste effect on yourself or a target within 5 feet.
Multi Attack. You can make 2 claw attacks or one revolver attack
Claw Attack. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 14 (2d8 + 4) [slashing] damage.
Revolver. RangedWeapon Attack: +10 to hit, range 30/60 ft., 1 target. Hit: 18 (2d10 + 6) [piercing] damage.
Mass hysteria. Your insanity and chaotic frenzy becomes infectious to your allies, as a bonus action you can inspire an ally to use their reaction to take the attack action.
Malleable body. As a reaction you use your inhuman flexibility to free yourself from a grapple.
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
It’s crash bandicoot.
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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