| Mod | Save | ||
|---|---|---|---|
| STR | 9 | −1 | −1 |
| DEX | 9 | −1 | −1 |
| CON | 9 | −1 | −1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 9 | −1 | −1 |
| CHA | 9 | −1 | −1 |
Modular 3. when it attacks something it gets until end of turn 3 more hp and 3 more strength. When it dies it pases dose bufs to another creature
Sucide. Flyes ass high up as posible (30 feet) and spices down at a enemy dealing 2/3 of the fall damage to hte anemy and taking the rest.
Pick beak. attaks whit its beek dealing 1d8 damage.
Pacaw. It may scream making so that any one whearyng metal takes one damage.
Wing trip. Hits the escaping enemy whit its large wings dealind 1d6 and 1/4 of the time making the enemy trip.
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
Likes to fly around toxic/dead/dark areas. He uses Sucide to deal lots of damage and at the same time suport the rest of creatures with its modular 3.
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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