Quick attack. during the Zardoom’s first turn in a round of combat or just before combat it makes 1 extra attack.
Multi attack. you make either 2 hollow dagger attacks or 2 ranged attacks.
Hollow Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 9 (2d4 + 5) Radiant damage.
Laser pistol. Ranged Weapon Attack: +7 to hit, range 40/120 ft., 1 target. Hit: 9 (3d6) Radiant damage.
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.
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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