Rage: When a Cezark loses half health. It goes into a fiery rage gaining a +2 strength modifier and has an advantage on attack rolls. (This lasts 3 turns)
Magic resistance: The Cezark has a advantage on saving throws against spells and other magical effects.
Fire Resistance: The Cezark has a advantage on saving throws against fire spells and other fire attacks.
Claw. Melee weapon attack: +7 to hit, reach 10 ft. One Target. Hit: 15 (2d8+5) slashing damage
Bite. Melee weapon attack: +6 to hit reach 4 ft. One target. Hit: 16 (2d6+3)
Demogorgons breath. Ranged Weapon Attack: +8 to hit, range 18 ft., 2 targets. Hit: 25 (3d8 + 4) fire damage.
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.
Description
The Cezark were once a strong, intelligent civilization. But after being trapped in the Nine Hells for so long it drove them insane and lessened their numbers. Now back into the Material Plane they are only here to bring destruction.
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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