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): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
- Multiattack: The Chanter makes two weapon attacks.
- Vocal Strike: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) piercing damage plus 3d6 psychic damage.
- Dreadful Melody (1 action): The Chanter emits a haunting melody. Each creature within 30 feet must succeed on a DC 14 Wisdom saving throw or be frightened until the end of the Chanter's next turn.
- Sonic Blast (1 action): The Chanter unleashes a concussive wave of sound. Each creature within 20 feet must succeed on a DC 14 Constitution saving throw or take 4d6 thunder damage.
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Mindsong Level: 5 Casting Time: 1 action Range: 60 feet Components: V, S, M (a strand of hair from the target) Duration: Concentration, up to 1 minute
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Berserks wail Level: 3 Casting Time: 1 action Range: 30 feet Duration: 1 minuteThe caster emits a powerful, inspiring song. Each creature of the caster's choice within range gains a bonus to attack and saving throws equal to the caster's Charisma modifier (minimum of +1) until the spell ends.
Has no bonus actions
Reaction Name.
Resonant Parry
Trigger: An enemy hits you with a melee attack.Effect: You use your reaction to make a melee weapon attack against the attacking creature. If you hit, you push the creature back 5 feet can be used twice.
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
This monster use it's chants to inspire it's allies of race .
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.