Enrage. Once lowered to half health or below, Bob the Beefed up Bandit will become enraged and have advantage on all throws.
Parry. The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.
Multiattack. Bob the Beefed up Bandit makes three melee attacks: two with its Battleaxe and one with its fist.
Battleaxe chop. Bob the Beefed up Bandit swings wildly but powerfully three times at one person or once at three different people, this deal 3d8 or 1d12 x 3
Opportunity attacks. Bob the Beefed up Bandit takes and opportunity attack
Overdrive sense. Once per combat, Bob the Beefed up Bandit will not be able to be hit by any surprise attack, this affect doesn't end till the end of his next turn.
Stunning blow. When someone comes with 5 feet of Bob the Beefed up Bandit, he can make a stunning blow which deals 3d10 damage and stunning the target for 1d4 turns.
Raging Bull. Once, Bob the Beefed up Bandit can make a mad dash at one player knocking them prone and dealing 2d8 damage
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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