Large Humanoid (Half-Giant), Lawful Evil
Armor Class 16 plate
Hit Points 41 (3d12 + 5)
Speed 20 ft.
STR
18 (+4)
DEX
12 (+1)
CON
19 (+4)
INT
5 (-3)
WIS
16 (+3)
CHA
9 (-1)
Senses Darkvision, Passive Perception 13
Languages Common common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Special Trait Name. has a jetpack to move quickly adds +20 to movement speed for  and moving is a bonus action for the duration of that turn (can only be used once) 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): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. unarmed strike 1d6+1

Cabal shotgun 1d10+5 piercing damage (can only use once) to hit +2

Action Ranged Attack. Slug rifle shot 1d6+3 elemental damage to hit +2

Cabal Headhunter 1d10+7 elemental damage to hit -5 (can be used one time once below half hitpoints)

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. When first sees players: "What are you, guardians?" grunts and says "I will snuff out your light!"

Once below half hitpoints: "Now you've pissed me off!" uses Cabal headhunter

 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Enter a general description for your monster here.

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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