Fueled By Rage. Does not have a bonus action, but instead has 2 actions.
Darkvision. Has basic darkvision within 60 feet.
Vice Grip. A mechanical limb that has 30 hp and 11 ac that is required for the "Vice Grip" attack.
Laser Cannon. A mechanical limb that has 30 hp and 11 ac that is required for the "Laser Cannon" attack.
Chainsaw. A mechanical limb that has 30 hp and 11 ac that is required for the "Chainsaw"attack.
Cannon. A mechanical limb that has 30 hp and 11 ac that is required for the "Cannon" attack.
Float. Can use an action to go 60 feet in any direction, except through materials.
Vice Grip. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: 2d4 + 5 Force damage. The creature must make a dexterity saving throw (DC: 15) or be grappled.
Chainsaw. Melee Weapon Attack: +3 to hit, reach 20 ft., 1 target. Hit: 5d8 + 4 Slashing damage.
Bite. Melee Weapon Attack: +4 to hit, reach 60 ft., 1 target. Hit: 2d6 Piercing damage. The target is also restrained in his mouth.
Charge. Melee Weapon Attack: +4 to hit, reach 60 ft., 1 target. Hit: 1d6 Force and 1d4 Piercing damage.
Laser Cannon. RangedWeapon Attack: +3 to hit, range 60/200 ft., 1 target. Hit: 2d10 piercing damage. The creature must also make a constitution saving throw (DC: 15) or be blinded for their next turn.
Cannon. RangedWeapon Attack: +7 to hit, range 60/200 ft., all creatures within 5 foot radius. Hit: 2d4+3 Force damage.
This creature foregoes bonus actions, but gains an extra action.
Light's Bane. When light is shone on Skeletron Prime (regardless of when in an enemy or friend's turn or if they've finished their turn,) Skeletron Prime charges toward the nearest enemy (regardless of distance) and they must make a dexterity saving throw (DC:17) or take 6d8 bludgeoning damage. On a success they take nothing.
Terrify. When a creature uses all of it's movement speed to head towards Skeletron Prime, they have to roll a Wisdom saving throw (DC:14) or be frightened by the creature.
The creature releases a golden aura and takes a legendary action using an amount from it's pool of 10 legendary actions.
Rage(Costs 1 Action). Can take an extra action specifically to attack
Head Spikes(Costs 1 Action). Can protrude spikes from it's head, making charge deal an extra 1d4 piercing permanently.
Remake Limb(Costs 2 Actions). Can regrow any given arm after it's defeat. (Max of 4 arms)
Focused Attack(Costs 4 Actions). Can make an attack with all limbs alive at once.
Overheat(Costs 10 Actions). Can overheat, causing it to die, but deal 5d10 bludgeoning damage to all creatures within a 20 foot radius, and those same creatures have to make a dexterity saving throw (DC:21). On a fail, those creatures take 20d8 piercing damage as spikes blast through them, and on a success they take half.
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 giant metal skull with red glowing mechanical eyes and a motorized mouth. Four limbs surround this beast, and it embodies the idea of what lurks in the darkness.
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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