Radioactive. Any creature that starts its turn within a 10 ft. radius of Atomic Glavenus will gain 1 level of Radiation Poisoning.
Radiation Poisoning Table:
- 1: 1d6 Necrotic damage.
- 2: 2d6 Necrotic damage & Poisoned Condition.
- 3: 4d6 Necrotic damage, Poisoned Condition & Weakened.
- 4: 6d6 Necrotic damage, Poisoned Condition, Weakened, & Blinded.
- 5: 8d6 Necrotic damage, Poisoned Condition, Weakened, Blinded, & Level 2 Exhaustion.
Weakened: Disadvantage on all Strength, Dexterity, and Constitution checks/saves.
Multiattack. The Glavenus makes two bite attacks and one tail slash attack, or it uses its sharpen and then its tailspin.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 27 (4d8 + 9) piercing damage + 4 (1d8) necrotic damage.
Tail Slash. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 31(4d10 + 9) slashing damage plus 4 (1d8) necrotic damage.
Sharpen with Radiation. The glavenus sharpens its tail. The next two tail slashes deal an extra 13 (2d12) necrotic damage.
Tail Spin (Recharge 5-6). The Glavenus launches itself forward, using its tail to slash at all foes in a 15-foot radius around it. Each creature in that area must then make a DC 18 Dexterity saving throw, taking 28 (8d6) slashing damage and 28 (8d6) Necrotic damage on a failed save, and half as much on a successful one.
Atomic Beam (Recharge 5-6). The Atomic Glavenus will charge up a high-intensity radiation beam and spew it up to 120 ft. away and will explode in a 5 ft. radius. Any creature caught in the beam will have to make a DC 18 Dexterity saving throw or take 35 (10d6) force damage plus 35 (10d6) necrotic damage and receive 2 levels of Radiation Poisoning. On a successful save, half damage is taken plus 1 level of Radiation Poisoning. The beam leaves a 5 ft. radius pool of radiation that is Radioactive.
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.
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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