Perfect arcane immunity.
The animation is completely immune to Spells and magical abilities.
Arcane Annihilator.
Animations possess the Sentinel and Mage Slayer feats.
Vital Strike.
Once per turn upon landing a successful unarmed Strike against an enemy of medium or smaller size the Animation can attempt to debilitate their spell casting. The target must make a DC 18 constitution saving throw. On a failure, the Animation breaks the target's windpipe, the fingers on their primary hand, or inflicts a similar injury to inhibit casting.
The target is then unable to cast spells with either a verbal or somatic component (The Animation decides.) until they receive magical healing.
Extra Attack. The Animation can make 2 Unarmed Strikes a turn.
Unarmed Strike. Melee Attack: +5 to hit, reach 5 ft., 1 target. Hit: 12 (1d12 + 6) Bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
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.
Comments