Legendary Resistance (2/Day). If Captain Smoker fails a saving throw, he can choose to succeed instead.
Magic Resistance. Captain Smoker has advantage on saving throws against spells and other magical effects.
Regeneration. Captain Smoker regains 10 hit points at the start of his turn if he has at least 1 hit point and isn't in sunlight. If Captain Smoker takes fire or radiant damage, this trait doesn't function at the start of Captain Smoker's next turn.
Smoke Form (1/Day). As a bonus action, Captain Smoker can transform his body into smoke, gaining resistance to all damage except force, psychic, and radiant damage. This transformation lasts for 1 minute or until Captain Smoker ends it as a bonus action.
Multiattack. Captain Smoker makes two attacks with his jutte.
Jutte. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) piercing damage.
Smoke Fist. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) bludgeoning damage.
Smoke Cloud (Recharge 5-6). Captain Smoker releases a cloud of smoke in a 20-foot radius centered on himself. The area is heavily obscured for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Captain Smoker can use a bonus action to move the cloud up to 20 feet in any direction.
Smoke Defense. When a ranged weapon attack hits Captain Smoker, he can use his reaction to release a cloud of smoke, imposing disadvantage on the attack roll.
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
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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