Strengthen - The builders can utilise surrounding materials to strengthen existing structures. When they do this they use their action. This ability increases a structures existing AC by 2. Additionally it also heals any damage the structure has taken by 3d6 +3.
This ability can be used a number of times equal to the commanders proficiency bonus.
Mending - the builders can use their action to repair damage to structures by #2d6
Light Hammer Melee Attack. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 1) [bludgeoning] damage.
Light Hammer Ranged Attack. Ranged Weapon Attack: +4 to hit, range 20/60 ft., 1 target. Hit: 4 (1d4 + 1) [budgeoning] damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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