move 40 ft
charge. Melee Weapon Attack: +6 to hit if move 10 ft torts a chreecher 1d10+4 damage if uses attack closer then 10 ft 1d6+4
Harpoon. Ranged Weapon Attack: +6 to hit 50ft 2d8+4 DEX saving throw DC 16 if fail take damage and on turn as a bonus akchin can pull the target 10ft torts the clockwork wheeler the target cannot move until success of save.
Enter the description for how bonus actions work for your monster here.
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.
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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