Vulnerabilities: Psychic
Resistances: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Immunities: Fire
Senses: Darkvision 60 ft., Passive Perception 15
Languages: Common
Visual: Corrupted Superman hovers in the air, surrounded by crackling energy as he unleashes devastating blasts of heat vision and strikes with overwhelming strength.
Super Strength Slam: +3 to hit, 8 (2d6 + 1) Bludgeoning damage, 5ft .
Heat Vision Blast: +3 to hit, 7 (2d6) Fire damage, 20ft .
Corrupting Gaze: Superman fixes his gaze on one creature he can see within 30 feet of him. The target must succeed on a DC 12 Wisdom saving throw or take 7 (2d6) psychic damage and be frightened until the end of their next turn.
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.
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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