Bandit Leader. Wormtooth has advantage on attack rolls against any creature within 5 feet of an ally of his that isn't incapacitated.
Foul Strike. Once per turn when Wormtooth hits a creature with a melee attack, the target must succeed on a DC 17 Constitution saving throw or be afflicted with a festering wound. At the start of each of its turns, the affected creature takes 10 (3d6) necrotic damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A lesser restoration or similar spell ends the effect.
Stench Aura. Any creature that starts its turn within 10 feet of Wormtooth must succeed on a DC 17 Constitution saving throw or be poisoned until the start of its next turn. On a successful save, the creature is immune to Wormtooth's Stench Aura for 24 hours.
Multiattack. Wormtooth makes three attacks: two with his greataxe and one with his bite.
Greataxe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) slashing damage.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or be infected with a disease. The diseased target takes 10 (3d6) poison damage at the start of each of its turns until cured.
Dirty Trick. When an attack against Wormtooth misses, he can use his reaction to make a bite attack against that attacker.
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
Wormtooth is a revolting sight to behold. He stands tall and broad, with a hunched posture that accentuates his repulsiveness. His skin is a sickly shade of greenish-gray, covered in pustules and scars, exuding a vile stench that permeates the air around him. His hair is long, greasy, and tangled, hanging over his face, obscuring his eyes.
Wormtooth's attire is a patchwork of tattered leather, stained with blood and filth, and adorned with the bones of his adversaries. His teeth are jagged and rotted, a fitting match to his name. He wields a massive greataxe, its blade notched and stained with dried blood.
As the self-proclaimed Bone King, taking over after the Lord of Bones fell in battle against the Fallen's army, Wormtooth rules over his gang with brutal authority, employing his disgusting tactics to intimidate and overpower his foes. His foul aura and grotesque combat methods strike fear into the hearts of those who dare to challenge his reign.
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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