Special Trait Name.
Breath Weapon (Red)
As an action once per short rest, exhale in a 15 ft. cone (DEX DC 11, half damage on success) for 3d6 fire damagw
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Magical Inspiration (Special)
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Spellcasting. Baldack Pennywise is a 6 spellcaster. Its spellcasting ability is Cha / Wis (spell save DC 14/13, +2/+3 to hit with spell attacks). Baldack has the following Bard & Cleric spells prepared:
Cantrips (at will): Light, Vicious Mockery, Guidance, Mending & Spare the dying
1st level (4): Bane, Bless, Command, Cure Wounds, Detect Poison and Disease, Hideous Laughter, Identify, Sheild of faith & Thunderwave
2nd level (3) Augury, Lesser restoration, Prayer of healing, Silence, suggestion, Thunder wave
3rd Level (3) Bane, Bless, Command, Cure Wounds, Prayer of healing & Thunderwave
Action Name. Enter the description for your action.
Action Melee Attack.
Stone handle dagger: +5 to hit, reach 5ft. Hit: (1d4+4) Slashing damage.
Longsword: +5 to hit, reach 5ft. Hit: (1d8+2)(1d10+2) Slashing damage.
Action Ranged Attack.
Dagger: +5 to hit, reach 20-60ft. Hit: (1d4+4) Slashing damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name.
Cutting words
As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
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
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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