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): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Actions:
Multiattack: The Water Bear elemental can use its Frightful Presence. It then makes two melee attacks.
Slam: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 7 (2d6) cold damage.
Frightful Presence: Each creature within 30 ft. of the Water Bear elemental that can see it must succeed on a DC 11 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Water Breath (Recharge 5-6): The Water Bear elemental exhales a 15-foot cone of water. Each creature in that area must make a DC 13 Strength saving throw, being knocked prone on a failed save, or taking half as much damage on a successful one. In addition, creatures within the area have their movement speed halved for 1 minute.
Ice spike: the water bear elemental launches a spike off of its back towards a target within 60ft. on a hit, the target takes 1d10 piercing damage. hit or miss, the spike then explodes. the target and each creature within 5ft of it must succeed on a dex saving throw or take 2d6 cold damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Legendary Actions:
The Water Bear elemental can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Water Bear elemental regains spent legendary actions at the start of its turn.
Move: The Water Bear elemental moves up to its speed without provoking opportunity attacks.
Slam: The Water Bear elemental makes one slam attack.
Water Breath (Costs 2 Actions): The Water Bear elemental uses its Water Breath 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
the water bear elemental resembles the skeleton of a large black bear that is encased in water and ice, having razor sharp ice claws and teeth and a thick water body instead of muscle and tissue. it has several icy spikes on its back which it can launch at its prey/target.
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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