| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 16 | +3 | +6 |
| CON | 18 | +4 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 8 | −1 | −1 |
Sharp Eyes. Advantage in perception when flying and looking.
Action Name. The Crowman can do 2 action of sharp feathers or 2 of flying feathers
Sharp Feathers. Melee Weapon Attack: +6 to hit, reach 5 ft., # target. Hit: 9 (2d6 +3) [piercing damage] damage.
Flying Feathers. Ranged Weapon Attack: +8 to hit, range 10/40 ft., 1 target. Hit: 7 (1d8 + 3) [piercing type] plus 4 (2d4) necrotic damage.
Flybird. Can fly 10 feet high
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 monster that was an alchemical experiment, most of its features still hold memories of bestiality.
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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