| Mod | Save | ||
|---|---|---|---|
| STR | 8 | −1 | −1 |
| DEX | 6 | −2 | −2 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +4 |
| WIS | 14 | +2 | +4 |
| CHA | 10 | +0 | +0 |
Spellcasting:
Cantrips (at will):
- Mold Earth
- Thorn Whip
- Guidance
1st level (4/day):
- Earth Tremor
- Shield
2nd level (2/day):
- Maximilian’s Earthen Grasp
- Spike Growth
Stone Bolt (Ranged Spell Attack)
+4 to hit, range 60 ft., one target, Hit: 2d6 force damage.
On a hit, the target must succeed on a DC 12 Strength saving throw or its speed is halved until the end of its next turn.
Earthen Shield (1/Short Rest)
As a reaction to being targeted by an attack, the Clob Mage causes a slab of earth to rise.
It gains +2 AC until the end of the turn and takes half damage from the triggering attack (before resistance).
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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