Tactical Mind (Special) When you fail an ability check, you can expend a use of Second Wind, and instead of regaining HP, you roll 1d10 and add the result to the ability check. If the check still fails, this use of Second Wind isn’t expended.
Action Surge (Special) On your turn you can take one additional action, except the Magic action.You can draw upon a limited well of physical and mental stamina and regain 1d10+3 HP
Action Melee Attack. Maul: +4 to hit, reach 30 ft. Hit: 1d20+4 (2d6 +2) [Bludgeoning] damage.
Action Melee Attack. Javelin: +4 to hit, reach 30/120 ft. Hit 1d20+4 (1d6 +2) [Piercing] damage
Action Melee Attack. Talons: +4 to hit, reach 5 ft, Hit 1d20+4 (1d4+2) [Slashing] damage
Action Ranged Attack. Long bow: +7 to hit, range 150/200 ft. Hit: 1d20+7 (1d8 + 3) [Piercing] 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
About 5 ft tall 100 pounds or lighter, looks like an eagle as a person wearing full plate armor
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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