Chain lightning. On being hit with a metal object/weapon the Undead Storm actives a chain of 1d6 thunder damage shocking all enemies in af 10ft radius.
Grapple. as a bonus action the Undead strom can grapple up to 2 enemies before combat
Multi Attack. every turn the use hit opponents with 2 lighting bolts and one eye ray.
Bite. bite: +5 to hit, reach 10ft., 1 target. hit: 5+ (1d6 lighting) invokes paralysis
Eye Ray. The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.
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Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.
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Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Whirlwind (Recharge 6). Each creature in the living spell's space must make a DC 13 Strength saving throw. On a failure, a target takes 2d6 bludgeoning damage and is is flung up 20 feet away from the elemental in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or 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
A colossal, floating sphere of swirling, tempestuous energy. Its outer shell is a sickly, greenish-gray hue, punctuated by decaying, skeletal protrusions that resemble the eyestalks of a beholder. At its core, a monstrous, undead eye floats, its iris a churning vortex of lightning and rain.
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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