Legendary Resistance (4/Day). If Bayle fails a saving throw, it can choose to succeed instead.
Bayle's Eruption. When Bayle enters phase 2 he immediately uses Bayle's Eruption. Each creature in a 20 ft. radius sphere from Bayle must succeed on a DC 17 Dexterity saving throw. On a failed save, the creature takes (5d6) lightning damage. On a successful save, it takes half damage. At the start of Bayle's turn, creatures must succeed on a DC 16 Dexterity saving throw as the ground erupts with magma from the same sphere. On a failed save, creature takes (2d8) fire damage. On a successful save, it takes half damage. Bayle also uses frightening presence in a 120 ft. radius sphere. creatures must succeed on a DC 23 Wisdom save or be frightened for 1 minute. Creatures can repeat this save at the end of their turn.
Bayle grows wings and gets double fly speed and can hover.
Multiattack. Bayle makes one Bite attack and two Wing attacks. He can replace two claw attacks with Tail Sweep. He can replace Bite attack with Lightning Slam.
Bite. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 21 (2d10 + 10) piercing damage plus 16 (3d10) fire damage. If the target is a Large or smaller creature, it is grappled (escape DC 19) and is restrained until this grapple ends. Bayle can have only one creature grappled in this way at a time. Bayle can choose not to grapple.
Wing. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage.
Lightning Slam. Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) Piercing damage. Bayle charges his wing with lightning and slams it in the ground deal light damage to creatures within a 10 ft. radius sphere. Each creature within this sphere must succeed on a DC 18 Dexterity saving throw or take (3d10) lightning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.
Tail Sweep. Bayle sweeps his tail behind him in a 15 cone. Creatures must succeed on a DC 18 Dexterity saving throw or take. (2d12 + 10) bludgeoning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.
Breath Weapon (Recharge 5–6). Bayle exhales a swirling mass of lightning and fire in a 100-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the creature takes (6d12) fire damage, (6d12) lightning and is knocked prone. On a successful save, it takes half as much damage and isn’t knocked prone. On a success or failure, the creature’s speed becomes 0 until the end of its next turn.
Bayle's Fly By (Recharge 5-6). Bayle takes flight and circles the arena without provoking attacks of opportunity. He summons 11 lightning bolts + 14 to hit, range 300 ft. (2d6) lightning damage. Before swooping down and dragging across the floor in a 150 ft. line, creatures must succeed a DC 19 Dexterity saving throw. On a failed save creature takes (5d12) lightning damage and is knocked prone. On a successful save, creature takes half damage and is not knocked prone.
Bayle's Better Breath Weapon (1|Day). Bayle takes flight and spews fire in 300 ft. long 30 ft. wide line without provoking opportunity attacks. Creatures must succeed on a DC Dexterity saving throw. On a failed save, creature takes (6d10) fire damage and is knocked prone. On a successful save, creature takes half damage and is not knocked prone. Bayle remains in the air until (see Lair Action).
Bayle can move up to half his fly speed.
When Bayle is flanked, he can use his reaction to breath fire and lightning in 5 ft. cone behind him. creature must succeed DC 17 Dexterity saving throw or take (1d10) fire and (1d10) lightning damage. Creature takes half as much on a success.
Bayle 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. Bayle regains spent legendary actions at the start of its turn.
Wing. Bayle makes one wing attack.
Lightning Slam (Costs 2 Actions). Bayle can use Lightning Slam.
Dreadful Crash (Costs 3 Actions). Bayle jumps 30 ft. in the air (without provoking attacks of opportunity) and crash's to the ground in a 60 radius sphere. Creatures in a 20 ft. cube where he lands must succeed DC 19 Dexterity saving throw or take (2d8 + 10) bludgeoning damage, (3d10) lightning damage and be knocked prone. On a success, creatures take half damage and are not knocked prone.
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
Lair Actions
On initiative count, the Bayle takes a lair action to cause one of the following effects; the Bayle can’t use the same effect two rounds in a row:
- Magma erupts from a point of ground the dragon can see within 120 feet of it, creating a 20-foot high, 5-foot radius geyser. Each creature in the geyser’s area must make a DC 17 Dexterity saving throw, taking 21 (6D6) fire damage on a failed save, or half as much damage on a successful one.
- Lighting arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. Each creature in that line must succeed on a DC 17 Dexterity saving throw or take (5d6) lightning damage.
- A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 16 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Bayle roar's dealing thunder damage (2d6) in a 5 ft. radius sphere. He rains down 10 lightning bolts (+12 to hit, 2d4 lightning damage) in a 70 ft. cube on his opponents.
- After Bayle uses his Better Breath Weapon, he sprays lightning across the floor in a 300 ft. long, 30 ft. wide line. creature must success a DC 19 Dexterity saving throw. On a failed save, creature takes (10d10) lightning damage. On a successful save, creature takes half damage. The area remains cracked and hot ready to explode. On the start of Bayle's next turn the area explodes with magma, Creature must succeed on DC 16 Dexterity saving throw. On a failed save, creature takes (6d6) fire damage and is knocked prone. On a successful save, creature takes half damage and is not knocked prone.
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.
Comments