Fast Movement. The Crimson Sky Strider's speed is not reduced by difficult terrain.
Piercing Gaze. The Crimson Sky Strider can see through any nonmagical darkness.
Aerial Expertise. The Crimson Sky Strider can hover in place, and can take the Dash, Disengage, and Dodge actions as a bonus action while flying.
Actions
Multiattack. The Crimson Sky Strider can use its Frenzy Bite and Tail Slap.
Frenzy Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. The Crimson Sky Strider can make two Frenzy Bite attacks instead of one.
Tail Slap. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) bludgeoning damage.
Lightning Breath (Recharge 5-6). The Crimson Sky Strider exhales a 90-foot line of lightning. Each creature in that line must make a DC 24 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Legendary Actions. The Crimson Sky Strider can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Crimson Sky Strider regains spent legendary actions at the start of its turn.
- Wing Attack. The Crimson Sky Strider beats its wings, creating a gust of wind. Each creature within 15 feet of the Crimson Sky Strider must succeed on a DC 26 Strength saving throw or be pushed up to 20 feet away from the Crimson Sky Strider and knocked prone.
- Ambush (Costs 2 Actions). The Crimson Sky Strider takes flight, soaring up to 200 feet into the air before diving down towards a target. The Crimson Sky Strider then makes a melee attack against the target with advantage, dealing an extra 21 (6d6) lightning damage on a hit. If the Crimson Sky Strider misses, it lands in an unoccupied space within 5 feet of the target and is knocked prone. The Crimson Sky Strider cannot use Ambush again until it has taken a short or long rest.
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.
Comments