Special Trait Name. heals 1d8+4 every turn attack everyone with every hit
Spellcasting. The [Big fishy] **** growth Earthquake water beam ThunderWave Jump Rage
Action Name. Bit, Punch, Tail whip
Action Melee Attack. Bit does 1d12+3 Punch does 2d8+2 Tail whip does 1d8+1 and if fail a Str check their stun until his next turn
Action Ranged Attack. Relly Big rock does 2d8 if hits they make a Dex save, they take 1d6 if they save it
can attack 2 times.
Reaction Name. does intimidation every turn.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). can heal 1d20 every 10 turns
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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