Special Trait Name. Enter the description for your special trait.
Weapon Fusion. This being is capable of fusing with their player companions weapon of choice once per battle. Giving a +2 bonus to shields and thus a plus 2 to their armor class.
Action Name. Seed Ingrain
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 0 ft., 1 target. Hit: 5 (2d4 + 1) [poison] damage. the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.
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 small sentient acorn dream companion that is toxic when consumed. they have wooden arms and roots for feet.
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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