Muddy Meddling: Once this creature dives, it makes the ground flexible like a rubbery mud, turning the group into trampoline like substance, but a watery counterpart to the monster itself. Makes it easier to feel vibrations through the ground.
[Turns ground beneath it into rough Terrain, make slight audio before emerging to strike]
Dive!: The creatures expends an action to submerge itself into the ground alongside it's special trait. The creature may stay under for 3 turns before having to emerge for air, it also makes slight audio cues while moving, make players roll perception checks for as long as it's beneath and they try detecting it.
Shark Bite!: The creature emerges from the depths of the mud gnashing at anything above it. [gives advantage if undetected]
Shark Bite Ultra!!: The Creature uses it's jaws to tear through whatever may be infront of it, if target is hit, must succeed on a Strength saving throw to avoid being grabbed. 2d6+4 damage, +7 to hit [Advantage if done while emerging undetected], Piercing Damage.
Jagged Skin Strike!: The creature slashes with the force of it's entire arm, inflicts bleeding on hit, 2d6 bleeding, 4d8+7 damage, +7 to hit [Advantage if done while emerging undetected], Slashing Damage. Only usable 3 times per fight.
Calming Waves: The creature can heal itself while submerged only twice.
Jagged Skin Savior: Any unarmed strike made against the creature will inflict damage half of what the attacker has hit the creature with.
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
Giant Shark head, Black goopy torso, grinning smile, Pure While Swirling eyes, Chains with anchors at the wrists, giant fin on the back. Brown trousers.
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.
Comments