Action Name. Enter the description for your action.
Grab. Melee Weapon Attack: +4 to hit, reach 5 ft. , 1 target. Hit: (2d6 + 4) [ piercing] damage . target must make dc 13 strength save on a fail target is prone and Argentavis can no longer use Grab or slash
Slash. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: (3d6 + 6) [slashing] damage.
Peck. Melee Weapon Attack: +4 to hit, reach # ft., # target. Hit: (4d4 + 2) [piercing damage] damage.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary 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.
Comments