Slash. Melee Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 3) [Bleeding] Each Minute you take 1d6 damage until they receive a DC (12 + 3 per wound to be healed) heal check.
Maul. Melee Attack: +6 to hit, reach 15 ft., 1 target. Hit:6 (1d6 + 5) [Bleeding] Each Minute you take 1d6 damage until they receive a DC (12 + 3 per wound to be healed) heal check.
Opportunity attack. if somebody try's to escape combat you have an opportunity to hit him/her.
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 Caragor is a large, wild Warg -like creatures native to Mordor. Being the realm's top predator, they were aggressive and not easily tamable beasts.
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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