Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [Fire rain], [Eldrich blast]
1st level (2 slots): [Blindness, [Thunder clap]
Action Name. Enter the description for your action.
Ambush
Action Melee Attack. Melee Weapon Attack: +#30 to hit, reach 10 ft., 4 target. Hit: 4 (6d100 + #) [Slashing] damage.
Action Ranged Attack. RangedWeapon Attack: +15 to hit, range 30/60 ft., #2target. Hit: 2 (12d100 + #) [Explosion] damage.
Enter the description for how bonus actions work for your monster here.
When overpowered the beast can summon a very large pack of wolves.
Reaction Name. Enter the description for your action.
Pounce - Jumps on the attacker and starts to bite and claw.
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.
Bite (Costs 1 Actions). When this beast bites you you take 20d100 of stabbing damage and 10d6 of slashing damage.
Description
Enter a general description for your monster here.
Tall and long dog-like beast with scars all over its body. its ears are long and come to a point. Long sharp teeth that stick out of its mouth. Claws that could cut rock and long enough to pierce through an ogers chest.
Lair and Lair Actions
Enter a description of your monster's lair here.
House of great fighter
Lair Actions
On initiative count 13 , the [beast] takes a lair action to cause one of the following effects; the [beast] can’t use the same effect two rounds in a row:
- Stealth
- Sneak attack
Regional Effects
The region containing a legendary [beast]’s lair is [Warm and inviting], which creates one or more of the following effects:
- Confusion
- Nausea to a foe
If the [beast] dies, these effects fade over the course of 2d12 days.
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