Keen Hearing and Smell. Bolt has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Bolt has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target Hit: 7 (1d6+3) piercing damage. If the target is a creature, it must succeed on a DC13 Strength saving throw or be knocked prone.
Lightning Breath (Recharge 5-6). Bolt exhales a blast of blue lightning in a 30-foot line. Each creature in that area must make a DC 13 Dexterity saving throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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.
Previous Versions
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7/13/2023 4:36:14 PM
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Coming Soon
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