Legendary Resistance (3/Day). If the Chicken Jockey fails a saving throw, it can choose to succeed instead.
Unusual Nature. The Chicken Jockey doesn't require air, food, drink, or sleep.
First dStrike. If the Chicken Jockey wins initiative, the creatures it hits in its turn are stunned for one minute.
Multiattack. The Chicken Jockey makes 3 attacks, two with its claws and one with its beak.
Launch. Melee Weapon Attack: +18 to hit, reach 30 ft., 1 target. Hit: 48 (8d8 + 12) force damage.
Beak. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 39 (5d10 + 12) piercing damage.
Claws. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 34 (5d8 + 10) slashing damage.
Scowl. The Chicken Jockey scowls. Each creature of it's choice and within sight of it must make a DC 18 Wisdom saving throw or be frightened for 1 minute.
Sudden Attack. The Chicken Jockey makes either a claws or beak attack.
The Chicken Jockey can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Chicken Jockey regains spent legendary actions at the start of its turn.
Move. The Chicken Jockey moves up to half its speed.
Extra attack (Costs 2 Actions). The Chicken Jockey makes one multiattack.
Extra attack. The Chicken Jockey makes one claw or beak attack.
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
The Chicken Jockey takes the form of a small zombie riding atop a chicken. Despite its ridiculous and seemingly nonthreatening appearance, the Chicken Jockey is not to be underestimated. Striking fear into the hearts of even the bravest heroes, even demon lords shrink at the mere sight of it. It is lightning-fast, and extremely hard to hit. The Chicken Jockey is a dangerous and unpredictable creature, and strikes at any given moment. It uses the talons and beak of the chicken to attack, and the sheer power of it's attacks can knock people off their feet in an instant.
BEWARE THE CHICKEN JOCKEY!!!
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.