Enchant Person. The ability to boost all stats by 1 and add 3 to attack role to one ally.
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage.
Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Enter the description for how bonus actions work for your monster here.
Hidden Dagger. Can role a d20 to stab a melee attacker with a hidden dagger, if it lands on a 13 or higher the dagger will do a 1d8.
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 visibly robbed figure with hidden armor underneath. has a 15% chance of dropping an Legendary Item (something simple like a sword that can light itself on fire to do more damage or a hammer that can freeze people or deal frost damage) based on what the DM decides (this would work by rolling a d100 and if it lands between or on 1 and 15 it will be Legendary).
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