Smooth. Its fine scales are so smooth and fine that they pass for skin. They are somewhat reflective.
Bite: Akantor delivers a quick bite with the many sharp teeth in his tiny mouth. Doesn't do much damage. He's very smol. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1D4) piercing damage.
Phosphor Breath. Akantor generates a corrosive gas that distorts light a little. Melee ranged Attack: +4 to hit, reach 10 ft., one target. Hit: (1d8) poison damage.
Regenerate. When not actively taking damage or moving, Akantor can regain 2d4 health once per day.
Enter the description for how bonus actions work for your monster here.
Flash. In response to being targeted by an attack, Akantor ignites its bioluminescent scales at full power for half a second. Anyone looking in its direction will be blinded for 1d4 turns. Once per long rest.
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 newt-like drake with bioluminescent scales. A bit naughty. Gets into everything.
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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