Frightening Presence. All creatures within 60ft must make a DC 15 Charisma saving throw on a failed throw the target becomes frightened and will lose the condition if it make and additional DC 15 Charisma saving throw, on a successful throw nothing happens.
Flesh. As a bonus action the Young Starvewalker can eat part of its flesh, losing 2d6 Hit Point, but gaining 1d8 Hit Points, and will have advantage on all throws for 3 turns.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft ft., 1 target. Hit: 9 (2d6 + 2) [Piercing] damage. Hit: 13 (3d6 + 3) [Necrotic] damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft, 1 target. Hit: 16 (3d6 + 5) [Slashing] damage. Hit: 17 (3d6 + 6) [Poison] damage.
Multi hit. Allows the Young Starvwalker to use both Bite, and Claw in one turn but has disadvantage on saving throws until its next turn.
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 creature roughly 6 feet tall covered in black hair with the skull of an unknown animal for a head.
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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