Elven Rage. The monster must roll a DC 12 Wisdom saving throw at the start of any turn where it can see an elf. If it fails the save one of its attacks must be aimed towards the elf.
Multi-Attack. The creature makes two attacks, one with its bite and one with its gaze.
Bite. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 40 (1d100 - 10) [Peircing] damage.
Gaze of Pain. MagicWeapon Attack: +7 to hit, range 10/500 ft., 1 target. Hit: 32 (2d12 + 20) [Necrotic] damage.
Elves Bane. The monster gazes upon any elf in the area that has to make a DC 16 Wisdom saving throw or be frightened for one hour. The wisdom save cannot be re-rolled at the start or end of any turn and the elf cannot have advantage on the saving throw.
Sharp-Toothed Smile. The monster gives a ghastly smile showing off all of its teeth. Any creature within 5 feet of the monster makes a DC 12 Wisdom saving throw or be frightened for one minute. The saving throw must be repeated at the start of each of the affected creatures turns.
Reflective Gaze. Once every 3 rounds the monster can reflect half of the damage it took from one attack back upon the attacker or someone within 15 feet of the attacker.
Gaze of Failure. Once per round when a creature falls into saving throws the monster can gaze at the creature and cause them to take one failure.
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 large behemoth of mismatched flesh and eyes that floats around ready to eat any creature it sees after weakening it. It is an evil being that likes to hunt people for sport. Its favorite food is elves and it will attack any elves it sees no matter what happens around it.
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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