Special Trait Name. intimidation
Spellcasting. spell fear can cast up to 2 times in the combate. If the creature pass it for the first time the 2 time is easier to pass. If it fails the condition will apply
Action Name. Enter the description for your action.
Action Melee Attack. Bite attack +4 to hit, reach 5 ft., # target. Hit: 9 (1d10 + 3) [damage type] damage.
Action Ranged Attack. RangedWeapon Attack: +4 to hit, range 10/45 ft., # target. Hit: 8 (2d6 + 2) [fire] damage. If the creature hits the target must make a con save or will take 1 fire damage at the end of there turn.
Enter the description for how bonus actions work for your monster here.
Blink- As action this creature may spend its legendary action to blend into the darkness and move up to half its movement to get away from said attack. This can only happen every other round due to its speed.
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
This Creature is knowing for it keen sense in the darkness. It normally runs with others as a packed and talks in clicking noise.
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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