Blighted Plague. A creature that starts its turn within 10 feet of the Blighted Pigeon must make a DC 13 Constitution saving throw, taking 7 (2d6) necrotic damage on a failed save, or half as much damage on a successful one. The target also has a 50% chance to gain a ridiculous feathered hat effect for 1 minute, causing them to have disadvantage on Charisma checks.
Aura of Corruption. Any creature within 10 feet of the Blighted Pigeon that is not tainted by the Blight must make a DC 13 Wisdom saving throw. On a failed save, the creature is covered in a sticky, glowing substance that makes it impossible to hide or sneak, giving it disadvantage on Dexterity (Stealth) checks for 1 minute.
Peck. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 4 (1d8) necrotic damage. On a critical hit, the target must make a DC 13 Constitution saving throw or be covered in a flurry of feathers, giving it disadvantage on its next attack roll.
Corrupted Coos (Recharge 5-6). The Blighted Pigeon releases a bizarrely discordant coo that echoes with corrupted energy. Each creature within 20 feet of the pigeon must make a DC 13 Wisdom saving throw, taking 15 (3d8 + 2) psychic damage on a failed save, or half as much damage on a successful one. Creatures that fail their save also suffer from a temporary bout of uncontrollable giggles, causing them to be incapacitated until the end of their next turn.
Defensive Flap. When a creature attacks the Blighted Pigeon, it can use its reaction to flap its wings and create a small whirlwind of feathers, giving it half cover against the attack. The attacker must make a DC 13 Dexterity saving throw or have their attack roll and damage roll reduced by 1d4.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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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