Resistances: Psychic
Senses: Darkvision 60 ft., Passive Perception 12
Languages: Common, Abyssal
Visual: The Corrupted Green Lantern's once vibrant green energy constructs now emanate a sickly dark glow, and its eyes burn with an eerie crimson light as it moves with deadly purpose.
Dark Energy Strike: +3 to hit, 1 (0d4 + 1) Necrotic damage, 5ft .
Dark Energy Burst: The Corrupted Green Lantern unleashes a burst of dark energy in a 15-foot cone. Each creature in that area must make a DC 12, taking 1 (1d4 + 1) necrotic damage on a failed save, or half as much damage on a successful one.
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.
Comments