Ant strength: You have advantage on any strength checks.
Allied presence: you can target one ally it can see within 30 feet of it. If the target can see and hear you they gain advantage on their next attack roll. You can't use this until your next long rest.
Spellcasting. The [monster name] 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): ray of frost, shocking grasp, true strike, frost bite
1st level (4 slots): absorb elements, burning hands
2nd level (3 slots): misty step
3rd level (3 slots): counter spell
4th level (3 slots): confusion
5th level (1 slots): arcane hand
Multi attack: make two scimatar attacks or replace on with a spell
Scimatar Attack. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 11 (2d6 + 4 ) slashing damage.
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.
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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