Spell casting. The Spell Slinging Winged Kobold is a 4th level wizard. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Spell Slinging Winged Kobold has the following wizard spells prepared.
- Cantrips (at will): fire bolt, light, mage hand, prestidigitation.
- 1st level (4 slots): detect magic, mage armor, magic missile, shield.
- 2nd level (3 slots): misty step, suggestion.
- 3rd level (3 slots): counterspell,fireball,fly.
- 4th level (3 slots): greater invisibility, ice storm.
- 5th level (1 slot): cone of cold
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't.
Frenzy. While the vampire is missing more than half its health, it makes melee attacks with advantage.
Rampage. When the vampire reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.
Multiattack. can bite and slam or rock.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) piercing damage plus 4 (1d8) poison damage.
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage.
Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft or 60ft line., one target. Hit: 30 (5d10 + 5) bludgeoning damage.
Abyssal Shriek (Recharge 5-6). The Owlbear releases a horrid screeching sound. All non-aberrations within 40ft that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is frightened or half as much damage and is not frightened on a successful one.
Adapt (zorbo form). When pierced or slashed by metal its ac becomes 25 for 2 rounds or until it uses this ability again if damged by fire it gains resistance to fire for 2 rounds or until it uses this ability again if damaged by thunder/lighting it has two actions for 2 rounds or until it uses this ability again if damaged by acid or poison it is forced to use shape change.
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Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
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Lair and Lair Actions
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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:
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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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