Gear Shift: At the end of the Cog Rat's turn, the rat must roll 1d20 with a DC of 14. If the rat succeeds the roll, it gets a +1 to initiative and -1 to any attack rolls it makes. If it fails, nothing happens.
Bite. The Cog Rat snaps at the target in an attempt to injure them with its teeth. (+2 AR,) 1d6 damage on hit.
Spark Shot. The Cog Rat shoots a spark of electricity at the target, dealing 2d4 damage and electrifying it on hit.
Self-Repair: The Cog Rat gathers its energy and attempts to regain lost health. Roll a d12 with a DC of 4, on success, heal the rat for 1d4 damage. On fail, deal 1d4 damage to the rat.
Defense Form. In reaction to being hit, the Cog Rat gains +2 AC, loses its action, and becomes immobile.
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 cruel replication of a rat created by followers of Vox, the Machine God. A lesser threat by itself, but dangerous in larger numbers.
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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