Fortification. He can't be moved unwillingly.
Multi attack. He can make 3 melee attacks or 2 ranged attacks.
Long spear. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (1d10 + 7) Piercing damage. Reach is 10 feet
War hammer. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 12 (1d10+ 7) bloudgening damage.
Crossbow. RangedWeapon Attack: +3 to hit, range 40/80 ft., 1 target. Hit: 7 (1d8 + 3) Piercing damage.
Fast healing. After being attacked do a DC 19 construction saving throw, if he succeeds heal half the damage taken rounded down.
Parry. If the attacker misses an attack within 10 ft of you Sam can make an extra attack with his spear.
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.
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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