Magic Resistance. The Arbeast has advantage on saving throws against spells and other magical effects.
Pack Tactics. The Arbeast has advantage on attack rolls against a creature if at least one of the Arbeast's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack, +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.
Restorative Meat. Once per long rest, the Arbeast can produce a magical roast beef sandwich that can restore 2d6 hit points when consumed.
Roast Beef Scent. The Arbeast's magical hat emits a delicious aroma that can distract enemies. As a bonus action, the Arbeast can activate its Roast Beef Scent ability. All enemies within 20 feet of the Arbeast must make a Wisdom saving throw (DC 14) or be distracted by the delicious scent, granting advantage on attacks against them until the end of the Arbeast's next turn.
Arby's Fury. Once per long rest, when the Arbeast takes damage, it can enter a state of Arby's Fury. While in this state, the Arbeast gains a +2 bonus to its attack rolls and damage rolls, and has resistance to all damage types except force. The Arbeast remains in this state for 1 minute or until it is knocked unconscious.
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
The Arbeast is a magical creature that resembles a large, shaggy dog with curly red fur and a big, floppy hat. It has large, expressive eyes that glow red when it is hungry or excited. The Arbeast is fiercely loyal to its owner and will protect them at all costs. The Arbeast is fiercely loyal to its owner, and will follow them wherever they go. The Arbeast can understand Common, but cannot speak.
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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