Shellshock Jolt.
Ranged Spell Attack: +5 to hit, range 60 ft., one target.
Hit: 7 (2d6) thunder damage.
Crabquake (Recharge 4–6).
Each creature within 15 feet must make a DC 15 Constitution saving throw.
On a failed save, the creature takes 13 (3d8) thunder damage, is pushed 10 feet, and is prone.
On a successful save, the creature takes half damage and is not pushed or knocked prone.
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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