Sunlight Sensitivity. When Chester, The Blood-Starved is in bright light or sunlight, they have disadvantage on attacks, spells and abilities that rely on sight.
Magic Resistance. Chester, The Blood-Starved has advantage on saving throws against spells and other magical effects
Magic Weapons. Chester, The Blood-Starved's attacks are considered magical
Spellcasting Silenced. Chester, The Blood-Starved cannot cast spells.
Hunger Satisfied. When Chester, The Blood-Starved consumes the blood of a living creature, they make a DC 15 Wisdom Saving Throw. On a success Chester, The Blood-Starved transforms back into their natural form. They also suffer one point of Exhaustion as a result of the strain on their body
Multiattack. Chester, The Blood-Starved makes four attacks: one with their bite and three with their claws
Bite Attack. Melee Weapon Attack: + 10 to hit, reach 5 ft., 1 target. Hit: 20 (3d12 + 5) Piercing Damage plus 10 (2d10 + 5) Necrotic Damage. Chester, The Blood-Starved also regains Hit Points equal to the amount of Necrotic Damage dealt to the target
Claw Attack. Melee Weapon Attack: +10 to hit, range 5 ft., 1 target. Hit: 20 (3d12 + 5) slashing damage plus 10 (2d10 + 5) Necrotic Damage.
Opportunity Attack. Chester, The Blood-Starved can make a Bite or Claw attack
Chester, The Blood-Starved 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. Chester, The Blood-Starved regains spent legendary actions at the start of their turn
Bite Attack (Costs 1 Actions). Chester, The Blood Starved makes a Bite Attack
Claw Attack (Costs 1 Action). Chester, The Blood Starved makes a Claw Attack
Vanishing Act (Costs 2 Actions). Chester, The Blood Starved teleports, along with all equipment they're carrying, up to 60 feet to a point they can see. This movement does not provoke opportunity attacks
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.
Comments