Mark of Nurgle. Any enemy within 15 ft. Takes 1d4 necrotic Damage.
Regeneration. At the start of this creature’s turn, heal 1d6 health.
Dark God’s Punishment. At 0 hit points, flip a coin. If heads, this creature becomes a Daemonspawn. If tails, nothing happens.
Great Axe of Nurgle: Melee Weapon Attack: +7 to hit, reach 5 ft., target 1. Hit: 12 (2d8+1) [Slashing]
Great Mace of Nurgle. Melee Weapon Attack: +7 to hit, reach 5 ft., target 1. Hit: 12 (2d8+1) [blunt]
Enter the description for how bonus actions work for your monster here.
Oppurtunity Attack
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
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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