Ambusher The Indoraptor has advantage on attack rolls against any creature it has surprised
Chameleon Skin. The Indoraptor has advantage on Dexterity (Stealth) checks made to hide.
Evasion. When the Indoraptor is subjected to an effect that requires it to make a Dexterity saving throw to take half damage, it instead takes no damage on a Successful save and half damage on a failed save
Keen Senses (Sight and Smell). The Indoraptor has advantage on Wisdom (Perception) checks relying on sight or smell.
Nimble Escape The Indoraptor can Hide or Disengage as a bonus action
Pounce. If the Indoraptor moves at least 20 ft. straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the Indoraptor can make one bite Attack against it as a Bonus Action.
Surprise Attack If the Indoraptor surprises a creature and hits it with an Attack during the first round of Combat, the target takes an extra 9 (2d8) damage from the Attack.
Tracker. The Indoraptor has advantage on any ability check made to track a creature.
Bite. Melee Attack:+8 to hit, range 5 ft, one target. Hit: 21(3d10+5) piercing damage
Claw. Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
Multiattack. Indoraptor makes two claw attacks, or one claw attack and one bite attack.
Tail Whip. Melee Attack: +8 to hit, range 10 ft. radius, multiple targets. Hit: 16 (2d10 + 5) bludgeoning damage. Knocked prone on a failed DC 16 Dexterity saving throw
Pounce. If the Indoraptor moves at least 30 ft straight towards a target and makes a claw attack on the same turn, the target must make a DC 15 Strength saving throw or be knocked prone. If the target is prone, the Indoraptor can use its bonus action to make a bite attack against it.
Roar. Condition. The Indoraptor roars, and any hostile creature within a 60 ft radius must make a DC 16 Wisdom saving throw. If failed, they are frightened for one minute, unless immune.
Opportunity Attack. When a hostile creature that the Indoraptor can see moves out of its attack range, the Indoraptor can make a claw attack against them.
Reflex Attack. Should the Indoraptor be surprised attacked, it can use its reaction to perform one melee attack against the attacker.
Tail Whip. If the Indoraptor is surprised attacked it can whip around using it's tail to knock everyone in a 10ft. radius prone if they fail a DC 16 Dex save.
The Indoraptor can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each of the Indoraptor's turn.
Detect. The Indoraptor makes a Wisdom (Perception) check.
Tail Attack. The Indoraptor makes a tail attack.
Rend (Costs 2 Actions). The Indoraptor makes two Claw attacks against a creature it has advantage against.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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