special trait: Angelic gate seal roll 1D20 for this to work if 16 and above this monster takes no damage for three turns
Action Name. Enter the description for your action.
Action Melee Attack. Melee Weapon Attack: [roll]1d20+10[/roll] to hit, reach 50 ft., player who agroad target. Hit: (1d20 + 10) [slicing] damage.
passive action:this action is used the Angelic monstrosity deals 10 plus damage for every turn that it takes 20 damage this also stacks
passive action: this action makes it so in combat when Angelic gate seal is used this monster does not take any damage for four turns and has to roll a 10 for Angelic gate seal to work
passive action: this action makes it so in combat when Angelic gate seal is used this monster does not take any damage for five turns and has to roll a 5 for Angelic gate seal to work
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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