Pack Bond: They usually stay in packs, and attack one at a time, and will attack more aggresively then keeping their defense up. When one dies, their damage is +1, and their armor is -1. this repeats.
Random weapon: The monster must get one of these items(choose by rolling D20)(blood Pistol 1-7, aleeta sniper 8-14, aleeta shotgun 15-20)
Aleeta Combat Knife-Close range: In close range combat, this does 1d4 piercing damage.
Blood Pistol: If this gets the blood pistol, this does 3d4 piercing damage. If the monster chooses to, they can use their turn to charge a super-charged shot. the charge takes one turn. Once the charge shot is used, it does 1d20 piercing damage.
Aleeta Sniper: If this gets the Aleeta Sniper, this does 1d10 piercing damage. If the monster chooses to, they can use their turn to charge a super-charged shot. the charge takes one turn. Once the charge shot is used, it does 3d6 piercing damage.
Aleeta Shotgun: If this gets the Aleeta Shotgun, this does 5d4 piercing damage.
religious rage: If the aleeta is religious, they are highly aggresive or at the least very agitated if they hear a character does not believe in their belief. it is called the "Darkened". If an enemy says they hate the religion or believe in another religion, they have a moment of rage which gives them +4 damage until the specific enemy is dead.
Quick Reaction: If the enemy sneaks up, attacks, and the aleeta still lives, they can automatically turn around, and if it's a melee attack, get a weak unarmed hit in. It will also screech and alert the rest of the Pack.
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
The Aleeta are a bi-pedal predatory, lethal, and, most of the time, religious race. they stand from 9'2 ft to 11'4 ft. they are a cult sort of religion, drawing them to usually be chaotic neutral or evil. their skin is scaly, and completely black. in fact only their eyes aren't black and can be blue, green, yellow, orange, or red. they have hands similar to humans, but have two index fingers and a thumb as long as their index fingers, and they all have claws. the feet have three clawed toes.
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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