Keen Smell. The deathclaw has advantage on Wisdom (Perception) checks that rely on smell.
Pounce. If the deathclaw moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the deathclaw can make one bite attack against it as a bonus action.
Rampage. When the deathclaw reduces a creature to 0 hit points with a melee attack on its turn, the deathclaw can move up to half its speed and make a bite attack.
e]
Multiattack. The deathclaw makes two attacks: one with its bite and one with its claw.
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Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 4) piercing damage. -
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 10 (2d4 + 4) slashing damage.
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Terrifying Roar (1/Day)
Each creature of the deathclaw’s choice within 10 feet that can hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the deathclaw’s next turn.
Lunge. The Deathclaw lunges at the enemies arm or leg preventing them from attacking
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 child deathclaw is a smaller, leaner version of the adult. It still stands on two legs and has oversized claws and talons, though they haven't yet reached their deadly prime. Its hide is tough and scaled, with patches of mottled skin still forming armor plates. Eyes are predatory, and teeth already razor-sharp.
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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