| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 20 | +5 | +5 |
| CON | 17 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 14 | +2 | +2 |
Multi-attack: The Woodwyrm makes four attacks, two with its claw, one with its tail, and one with its bite.
Claw: Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Tail: Melee weapon attack: +10 to hit, reach 15ft., one target. Hit: 15 (4d4 +5) slashing damage.
Bite: Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 12 (2d8 +3) piercing damage, on a hit a creature must make a DC 15 constitution saving throw or be stunned until the end of the next turn.
Forest Camouflage: The Woodwyrm has advantage on dexterity (stealth) checks made to hide in wooded terrain.
Ambusher: The Woodwyrm has advantage on attack rolls against any creature it has surprised.
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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