| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +5 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 5 | −3 | −3 |
| WIS | 12 | +1 | +1 |
| CHA | 11 | +0 | +0 |
Amphibious. The water orm can breathe both air and water.
Aquatic Ambusher. The water orm has advantage on initiative checks while in the water.
Slippery. while in the water, the water orm can use its bonus action to take the dash, disengage, or dodge action.
Multiattack. The water orm makes tow bite attacks and performs a water blast.
Bite. Melee weapon attack: + 8 to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5) piercing damage.
Water Blast. The water orm releases a blast of water in a 60 ft. Line creatures in the line must make a DC 15 strength saving throw or be pushed back 15 feet.
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.
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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