Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: +7 to hit, reach 10 ft., 2 target. Hit: 7 (4d10 + 12) [slashing] damage.
Action Ranged Attack. RangedWeapon Attack: +7 to hit, range 7/7 ft., 14 target. Hit: # (4d12 + 10) [damage type] damage.
Reaction Name. Enter the description for your action.
This hits everybody (no save throw)
Bailmals Blitz (Costs 1 Actions). fires a lot of elemental charged punches
This hits everybody (no save throw)
Mythic Action Name (Costs 1 Actions). fires a lot of elemental charged breath attack
Description
A fusion of the human forms of a dire wolf, twin tiger cubs, twin Chameleons, a falcon, a ferret, a bunny, a honey badger, twin spiders, a gold Retriever, a birds of paradise, a bat, an owl cat, and a moth
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