Large Humanoid (Cursed)
Armor Class 16 natural
Hit Points 1 (1d4)
Speed 30 ft.
STR
1 (-5)
DEX
1 (-5)
CON
1 (-5)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Senses Blindsight, Passive Perception 1
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name] 
1st level (# slots): [spell name], [spell name] 

Actions

Action Name. Enter the description for your action.

Jeté. creature will take an action to just jab at a target: +15 to hit, reach 10 ft., 1 target. Hit: 1 (3d4 + 5) [physical] damage. 

Thrown spin attack: creature will be spun around and thrown towards a group of creatures same moment it will spinn and do AOE damage to those in range: 15 to hit, range  15 ft., AOE target. Hit: 2 (2d8 + 5) [physical] damage.

Pirouette Needles: with other half both creatures will sing and spin to create a cicle of needles that will be thrown at waist heighth. 15 to hit, range 45 ft., Hit 1(1d12 + 5) [physical] damage. 

Dash attack: with other half both creatures will dash several times fast that hit in a AOE. targets can be hit multiple times. 15 to hit, range 60 ft. Hit 3(1d8 +5) [physical] damage

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. use reaction after (throwing spin attack)  to dash back to connected creature. 

Legendary Actions

Creature will drop its agro on target and move towards other half to revive said creature to full health. 

Revive Sister (Costs # Actions). takes 12 seconds to cast

Mythic Actions

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

The Ballet Twins are composed of two identical, fluidly synchronized figures, each cloaked in intricate, tattered ballet costumes. Their porcelain-like faces are pale and expressionless, framed by flowing, silken hair that shimmers like moonlight. However, beneath their ethereal appearance lies a deadly nature—each movement they make is a perfect, choreographed strike designed to confuse, disorient, and incapacitate their prey.

Their bodies seem to glide effortlessly, as though they are perpetually dancing, yet each pirouette and leap conceals the deadly edge of sharp, elongated claws, their feet adorned with razor-like blades. The Ballet Twins' movements are a disturbing mix of beauty and violence; they move as one, their synchronized motions giving them an almost supernatural precision in combat. When they strike, it's with a terrifying fluidity, as if they are performing a deadly ballet, each step in their dance signaling a new and merciless attack.

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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