Amphibious. Vexalor can breathe both air and water.
Multiattack. Vexalor makes two attacks: one with his bite and one with his Venomfang Scepter.
Venomfang Scepter. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 3) bludgeoning damage plus 7 (2d6) poison damage.
Poisonous Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage plus 7 (2d6) poison damage. The target must make a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the poison effect on a success.
Venomous Aura (Recharge 5-6). Vexalor can use an action to create a 10-foot-radius aura of toxic energy around himself. Any creature that starts its turn within the aura must succeed on a DC 18 Constitution saving throw or take 7 (2d6) poison damage and be poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the poison effect on a success.
Vexalor can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Vexalor regains spent legendary actions at the start of his turn.
Venomous Strike (Costs 1 Action): Vexalor makes one Venomfang Scepter attack.
Command Venomous Creature (Costs 2 Actions): Vexalor targets a venomous creature within 60 feet that he can see. The creature immediately takes its turn, following Vexalor's mental commands.
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
Vexalor, the Toxarch of the Venomtongue Tribe, is a formidable enemy, wielding his mastery over poisons and venomous creatures with deadly precision. With his Venomfang Scepter in hand and surrounded by an aura of toxic energy, he commands respect and fear from his followers and rivals alike. His cunning and charismatic leadership make him a force to be reckoned with in the Elderwoods.
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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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