Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6+2) bludgeoning damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft. backwards, one target. Hit: 4 (1d4 + 2) piercing damage.
Enlarge. Grows in size (Medium) gaining:10ft movement, 2d6+2 temp hp, Attack actions do 1d4 extra damage. Duration:10 minutes
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
They can be aggresive toward others of its kind who dont show submissive behaviour
Fighting and intimidation are a big part of their lives
Can change color to intimidate or absorb heat better
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.
Comments