| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +7 |
| DEX | 15 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 5 | −3 | −3 |
| CHA | 5 | −3 | −3 |
All Curses (PLAYER & MONSTER) have 1-2 custom spells the GM makes
Cursed Magic : Unique to Spirit
Physical Blow : Attacks with appendages (if applicable)
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Counter : Dodges an attack
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
All appearances vary upon how it surfaced.
Curse grade and it's correlation to level.
Grade 3 = 1-4
Grade 2 = 4-6
Semi-Grade 1 = 6-10
Grade 1 = 10-13
Semi-Special Grade = 13-16
Special Grade = 16-20
Disaster Grade = 20-30
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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