Main Attacks
Swath: A gauze-like film appears, tearing in essence the fabric of reality on or near the target, causing 1d6 of damage. Can be halved on the part of player if he/she has psychic resistance.
Rift Orb: An orb of supercharged energy filled with the shadows of demons past. Does 2d12 damage, with psychic resistances the damage is halved. Range is 10-40 feet.
Cocoon: This creature can be healed on any turn by five points of damage. this effect does not apply if the elementling is distracted, grappled, poisoned, drowning, or otherwise incapacitated.
Their reaction time is nearly instantaneous, and are immune to attack of opportunity, and rolls agains you are halved in such personal scenarios.
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.
Description
A small, black smoky humanoid shape with intricate open gold bands wreathing the wrists. Purple fire drips from its body, particularly the hands and head. capable of good, but largely evil by nature. It is child of its race, and is somewhat cute. Not aggressive unless provoked.
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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