Rune Magic (5/Short Rest):
Alpha can use his runes to invoke special magical effects. He knows the following runes:
- Fire Rune: Once per short rest, when Alpha hits a creature with an attack, he can invoke the Fire Rune to deal an extra 4d6 fire damage. The target must succeed on a DC 18 Strength saving throw or be restrained for 1 minute.
- Frost Rune: He can invoke the Frost Rune as a bonus action to gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution for 10 minutes.
- Stone Rune: As a reaction when a creature Alpha can see ends its turn within 30 feet of him, he can invoke the Stone Rune to force the creature to make a DC 18 Wisdom saving throw or be charmed for 1 minute.
- Hill Rune: Alpha can invoke the Hill Rune as a bonus action to gain resistance to bludgeoning, piercing, and slashing damage for 1 minute.
- Could Rune: When you or a creature you can see within 30 ft. of you is hit by an attack roll, you can use your reaction to choose a different creature, other than the attacker, within 30 ft of you to become the target of the attack instead, using the same roll.
Unwavering Mark:
When Alpha hits a creature with a melee weapon attack, he can mark the creature until the end of his next turn. While it is within 5 feet of him, a marked creature has disadvantage on any attack roll that doesn’t target Alpha. If a marked creature deals damage to anyone other than Alpha, Alpha can make a special melee weapon attack against the marked creature as a bonus action on his next turn with advantage and deals an extra 5 damage.
Multiattack: Alpha makes three attacks with his longsword.
Longsword: Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) slashing damage, or 12 (1d10 + 5) slashing damage if used with two hands.
Thrown Weapon: Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Action Surge (2/Short Rest):
On his turn, Alpha can take one additional action on top of his regular action and a possible bonus action.
Second Wind (1/Short Rest):
As a bonus action, Alpha can regain 1d10 + 20 hit points.
Action Surge (2/Short Rest):
On his turn, Alpha can take one additional action on top of his regular action and a possible bonus action.
Giant's Might (4/Long Rest):
As a bonus action, Alpha can magically become Large, along with anything he is wearing. This transformation lasts for 1 minute. During that time, Alpha has advantage on Strength checks and Strength saving throws, and once on each of his turns, he can deal an extra 1d8 damage to one target on a hit.
Rune Magic:
- Fire Rune: Once per short rest, when Alpha hits a creature with an attack, he can invoke the Fire Rune to deal an extra 4d6 fire damage. The target must succeed on a DC 18 Strength saving throw or be restrained for 1 minute.
- Frost Rune: He can invoke the Frost Rune as a bonus action to gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution for 10 minutes.
Riposte: When a creature misses Alpha with a melee attack, he can use his reaction to make a melee weapon attack against the creature.
Rune Magic:
- Stone Rune: As a reaction when a creature Alpha can see ends its turn within 30 feet of him, he can invoke the Stone Rune to force the creature to make a DC 18 Wisdom saving throw or be charmed for 1 minute.
- Could Rune: When you or a creature you can see within 30 ft. of you is hit by an attack roll, you can use your reaction to choose a different creature, other than the attacker, within 30 ft of you to become the target of the attack instead, using the same roll.
Alpha can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Alpha regains spent legendary actions at the start of his turn.
Legendary Resistance (Costs 1 Action). If Alpha fails a saving throw, he can choose to succeed instead.
Legendary Actions:
Longsword (Costs 1 Action): Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 5) slashing damage, or 12 (1d10 + 5) slashing damage if used with two hands.
Thrown Weapon (Costs 1 Action): Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
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
Enter a general description for your monster here.
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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