Shadowvisibility. If this creature does not want to be seen they each creature that could see them has to make a DC 12 Wisdom (perception) check or not see them. If they succeed they do not have to make the check again for 3 turns.
Punch. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 7 (2d4 + 2) [bludgeoning] damage.
Grab. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: The target must make a DC 13 strength saving throw or become grappled.
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
A arm and hand made of shadows that cannot be seen without a keen eye. Sorry if its bad it's my first homebrew creation (:
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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