Siege Monster. Barrelhead deals double damage to objects and buildings.
Heavy Duty. Barrelhead has disadvantage against grappling attacks or being knocked prone.
Action Name. Enter the description for your action.
Headbutt. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 29 (2d20 + 9) bludgeoning damage.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 31 (2d20 + 11) slashing damage.
Shove. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 10 (1d20) bludgeoning damage. Creature must make DC 15 Dexterity saving throw or be knocked prone.
Rifling Shot. RangedWeapon Attack: +8 to hit, range 50 ft., 1 target. Hit: 33 (2d20 + 13) piercing damage.
Cannon Fire. Ranged Weapon Attack: +10 to hit, range 25., 1 target. DC 16 Dexterity saving throw or take 19 (1d20+9) bludgeoning damage and 19 (1d20+9) fire damage.
Shot Burst. Ranged Weapon Attack: +10 to hit, range 20., 4 target. DC 14 Dexterity saving throw or take 34 (3d20+4) piercing damage.
Raining Barrage. Barrelhead releases a 50 foot line of fire, any creature within that area must make a DC 15 Dexterity saving throw or take 45 (3d20+15) piercing damage.
Enter the description for how bonus actions work for your monster here.
Overheat. After using four ranged attacks, Barrelheads attack overheats and they wont be able to use Rifle Shot, Cannon Fire, Shot Burst, or Raining Barrage for the next round. If a critical hit is landed or at least 40 fire damage is dealt to Barrelhead, he will permanently be unable to use his ranged weapon attacks.
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
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.
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