Legendary Resistance (3/Day). If Abigail fails a saving throw, she can choose to succeed instead.
Unusual Nature. Abigail doesn’t require air, food, drink, or sleep.
Shapechanger. Abigail is able to change her shape and form at will as an action, without any statistical changes.
Heightened Senses. Abigail has advantage to all perception checks due to heightened senses.
Regenerating Flesh. Abagail naturally heals 8 damage every turn unless they start at 0 hit points
Multiattack. Abigail makes three attacks.
Predatory Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 10) [slashing] damage, 5 (1d8) psychic damage, 5 (1d8) cold damage and 5 (1d8) force damage.
Absorbing. As a reaction when Abigail takes damage that she reduces she can instead heal the full amount she should have been damaged with 3/day.
Abigail can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Abigail regains spent legendary actions at the start of its turn.
Bind (Costs 1 Action). One creature within 60ft of Abigail needs to make a DC 22 Strength saving through and on a failure becoming Restrained and Incapacitated for up to a minute being able to repeat the saving throw at the end of their turn.
Invoke Anxiety (Costs 2 Actions). Abigail causes one creature within 60ft to become anxious, having disadvantage on all wisdom saves, and any intimation checks against them have advantage until the end of her next turn.
Puppet (Costs 2 Actions). Abigail can make an attack using one corpse within 60ft of her, with a +15 to hit, dealing damage based on what they attack with.
Strip Defences (Costs 3 Actions). One creature within 60ft of Abigail loses all residences and immunities until the end of their next turn
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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