Trample - The cavalry can charge, doubling their movement for the current turn. Any creature in their path must make a strength saving throw (DC 14) or suffer 2d6 +3 bludgeoning damage, half on a success. If a creature fails, they are knocked prone.
This special action can be used a number of times equal to the commanders proficiency bonus.
Glaive Melee Attack. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 9 (1d10 + 3) [slashing] damage.
This unit can make 2 attacks on their turn.
The cavalry unit can dash as a bonus action.
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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