Fire: Target makes a Dexterity saving throw Dc20 or take 2d12 damage on a failed save or half as much on a successful one and take 1d6 persistent fire damage until they put the flames out Dc15
Earth: Target makes a Strength saving throw Dc17 or becomes Grappled by a massive tentacle of vines and sharp rocks
Wind: Target makes Constitution saving throw Dc20 or be knocked unconscious by debris. To become conscious roll a wisdom saving throw Dc14
Water: A 20ft wide wave appears and knocks the creatures in the radius back 120ft and they fall prone
Multi-attack: Allows the creature to use special traits on their next turn(2/day)
Battleaxe: 4d8 slashing damage
Crossbow, heavy: 2d10 piercing
Intimidation: The creature gets the chance to try and intimidate another creature Dc=intelligence+3
Swap: As a bonus action the creature can switch from one weapon to the other
Shield: If a humanoid does more than 20 damage this creature can give itself a +2 Ac bonus until its next turn
Revengeful strike: If a humanoid uses a slashing weapon to attack and hits the creature they in turn get to use a Special trait to avenge itself
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
A hulking, large half-blue elemental dragon with an influx of bipolar. This dragon can either crush you with love or detrimental hate. Every humanoid in a 50 ft radius can feel a strong wind pushing them back, the waves crashing around them, the heat of fire, and the roar of the Earth.
Lair and Lair Actions
The lair is located in the place of existence where all planes overlap, the core of the material plane. It is divided into five chambers, one of water, fire, earth, and air. The fifth chamber is in the center of the entire area and is where the beast resides.
Lair Actions
* When in the lair monster gets +2 to all rolls
*When in the central chamber monster gets to add 100 HP to the total this HP is only in affect when monster is in central chamber
Previous Versions
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8/5/2023 1:46:16 PM
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1
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1
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Coming Soon
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