Legendary Resistance (3/Day). If the storm fails a saving
throw, it can choose to succeed instead
Roiling Storm. The storm can enter a hostile creature's
space and stop there. It can move through a space as
narrow as 1 inch wide without squeezing
Eye of the storm. The storm has an outer storm that must get through before the center
Multiattack. The storm can use its gusting winds. Then
it may make three attacks: one with howling winds, and
two with pelting ice.
Gusting Winds. Each creature of the storm's choice that
is within 120 feet of the storm must succeed on a DC 17
Dexterity saving throw or be knocked prone.
Howling Winds. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 18 (2d10 + 7) [thunder] damage.
Pelting Ice. RangedWeapon Attack: +10 to hit, range 30/60 ft., 1 target. Hit: 18 (2d10 + 7) [cold] damage
Arcing Lightning . (Recharge 5-6). The storm produces
a bolt of lightning in a 30-foot cone. Each creature in that
cone must make a DC 19 Dexterity saving throw, taking
66 (12d10) lightning damage on a failed saving throw, or
half as much damage on a successful one.
3 legendary actions per turn
Move. (1 action)The storm may move up to its speed. This
movement does not provoke attacks of opportunuty
Driving Rain. (1 action) A single creature within inside the storm's
space must succeed a DC 17 Strength saving throw or be
moved 10 feet in a direction the storm chooses.
Thunder Clap (Costs 2 Actions). Each creature inside
the storm's space must make a DC 17 Constitution saving
throw or su6er 14(2d6+7) thunder damage and be
deafened. Creatures take half as much damage on a
successful saving throw and are not deafened. Creatures
deafened in this way may repeat the saving throw at the
beginning of their turn, the condition ends on a successful
saving throw
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.