| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 7 | −2 | −2 |
| WIS | 10 | +0 | +0 |
| CHA | 5 | −3 | −3 |
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + #4) Slashing damage.
Blinding Bile. Ranged Weapon Attack: +4 to hit, range 20/40 ft., 1 target. Upon a successful hit the target is bound within sticky ichor and is considered restrained, A creature restrained in this manner must either be freed by ally using their action or make a DC 15 strength saving throw at the end of their next turn.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Opportunity Attack. Melee Waupun Attack; +3 to hit, reach 5 ft., 1 target, Hit: 7 (1d6 +4) Slashing damage
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
Enter a general description for your monster here.
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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