Brute. A melee weapon deals one extra die of its damage when Zendrith Kremrar hits with it (included in the attack).
Multiattack. Zendrith Kremrar makes two attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 3) [slashing] damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 30/120 ft., 1 target. Hit: 5 (1d6 + 2) [piercing] damage.
Rushing Escape. If Zendrith Kremrar is under half health, he may use the Dash or Disengage action as a Bonus Action.
Parry. Zendrith Kremrar adds 2 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.
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
Zendrith Kremrar is a red Dragonborn with an insatiable thirst for gold and power. Zendrith is a high ranking member of the Bastard’s Hand, and wishes to leach as much wealth as he can from the shopkeepers of the Dyn Singh night market.
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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