Mod | Save | ||
---|---|---|---|
STR | 8 | -1 | -1 |
DEX | 14 | +2 | +4 |
CON | 10 | +0 | +0 |
Mod | Save | ||
---|---|---|---|
INT | 1 | -5 | -5 |
WIS | 14 | +2 | +4 |
CHA | 1 | -5 | -5 |
Mutant: When the plant is hit with a melee weapon, it must make a DC 10 Con saving throw or take 2 (1d4) poison damage
Rake. Melee Weapon Attack: +1 to hit, reach 5 ft., 1 target. Hit: 3 (1d8 -1) slashing damage.
Poisoned Plant Dart. Ranged Weapon Attack: +4 to hit, range 60/120 ft., 1 target. Hit: 5 (1d6 + 2) piercing damage plus 2(1d4) posion damage
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 mutant plant (I can't get rid of the legendary and mythic action sections)
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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