Absorb lightening . If Big blue receives lightening damage it gains the the damage as Hit points .
Spellcasting. The [] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. Big Blue is able to attack 2 times per turn.
Claw attack. claws: +8 to hit, reach 10 ft., 1-2 targets. Hit: 28 (2d#12+ 10) [Slashing] damage.
Acid Bail. Breath weapon: +10 to hit, range 10/30 ft., 1-4 target. Hit: (4d12 + 9) [Acid] damage.
Tail swipe. Tail +8 to hit, Reach 15ft, 1-4 targets. Hit: 25(2d#12+6)
Lightening Breath. Breath weapon +10 to hit, range 30ft- 30ft radius Hit: 6d12+15 Recharging on a (5-6) Lightening damage. Half damage on a DC 15 Dex save
Enter the description for how bonus actions work for your monster here.
Reaction Name. .
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 very old Behir at 55 years old and various war scars adore her leathery hide. growing to an astonishing 50ft in length with 12 legs all along its side up to its tail. Big blue has a crocodilian face with piercing brown eyes and a dirty white Maw, and two protruding horns from on top of her skull.
Lair and Lair Actions
when big blue drops below half of her hit points she can either tail slam the wall or The static electricity sparking off her Body electrifies the pools of water in her Lair.
Lair Actions
On initiative count # (losing initiative ties), the [Big Blue] takes a lair action to cause one of the following effects; the [Big Blue] can’t use the same effect two rounds in a row:
- Big blue slams her tail into the Wall causing the loose stalactites to plummet to the floor causing a DC 14 Dex save on a failed save the the Stalactite deals 4D10 piercing damage and pin the person to the floor on a critical fail .
- The static that Electrifies the water causing anyone who touches the water to take 4d6 Lightening damage or half on a DC 18 Dex save. .
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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