| Mod | Save | ||
|---|---|---|---|
| STR | 16 | +3 | +7 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 10 | +0 | +0 |
| CHA | 14 | +2 | +2 |
Draconic Color. Chant's color determines what damage type it has immunity to and the damage type dealt by its Bite attack and its Elemental Breath action. (Cold)
Stalwart Bond. Add half your Proficiency Bonus (rounded down) to any ability check or saving throw Chant makes that its not already proficient in.
Tempered Fangs. Melee Attack Roll: +6, reach 5 ft. Hit: (2d8 + 6) Piercing damage and an additional 3 cold damage.
Cold Breath (3/LR). Constitution Saving Throw: DC 13, each creature in a 30-foot Cone or a 60-foot-long, 5-foot-wide line. Failure: (3d6) Cold damage. Success: Half damage.
Skirmish. When the dragon or a creature riding the dragon is hit by an attack, it can move up to 10 feet in any direction. This movement occurs after the attack hits and does not provoke opportunity attacks.
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.