Killing Glare . If you blink, turn around or do anything so you can't see it for one pecosecond, you have to succeed a DC 24 intelligence saving throw and on a failed, you die no matter what.
Last Form. If you finally destroy them, they turn into unholy, 11 feet tall beasts with bloody teeth and massive claws, capable of destroying and ripping whole people in half. But it can only keep up this form for 3 minutes. People call it 'Last Form'.
Action Name.
Claws [last form only]. Melee Weapon Attack: +13 to hit, reach 12 ft., 1 target. Hit: 36 (6d8+12) piecing damage.
Bite. Melee Weapon Attack: +10 to hit, range 5 ft., 1 target. Hit: 64 (8d12+16) piecing damage. You have to do now do a DC 19 wisdom saving throw and on a failed, you are grappled, taking 3d10 damage every turn, only being released once it is dead or disrupted heavily by a spell like wish.
It also has the ability to flee while not being watched like goblins. They can also choose to disintegrate themselves causing a quick and painless death if necessary. When this happens, you get no Exp and goes like it just never had existed.
They can't do anything [unless in their final form] while being watched.In their final form, they can rampage, buffing their strength stat from +10 to +15 but lowers their Int and Wis stats both by 5.
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
They are sicopaths, killing when they can, and feeding on their victom's power and ganing their own. They are the most lonely creature in the multiverse, not even being able to look at one another without killing both of them, but they back each other up and, on rare occasions, go together when feeling threatend, surrounding their prey as they watch the fear go into their eyes, not even attacing as they know they have won.
Lair and Lair Actions
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.
Previous Versions
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5/6/2024 5:03:00 PM
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2
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1
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Coming Soon
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