Amphibious. The beast can breathe both air and water.
Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.
Binding Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 + 2 + 2 piercing or bludgeoning damage (your choice), and the target is grappled (escape DC 12). Until this grapple ends, the beast can’t use this attack on another target.
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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