| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 11 | +0 | +0 |
| CON | 10 | +0 | +0 |
| Mod | Save | ||
|---|---|---|---|
| INT | 4 | −3 | −3 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Aromatic Mist (Recharge 5-6): Allies in a 10 foot radius gain advantage on saving throws to be frightened or charmed until the end of Alcremie's next turn.
Multi attack: Alcremie does a slam and a pound.
Slam: Melee weapon attack: +3 on hit, reach 5th, one target. Hit 9(2d6+3) bludgeoning damage and the target's speed is reduced by 10 ft. until the start of Alcremie's next turn.
Pound: +3 to hit, reach 5 ft., 1 target. Hit: 9 (2d6+3) bludgeoning damage.
Decorate (2/day): Alcremie magically embroiders a target with candy decorations. One creature it can see within 30 ft. gains +2 on attack rolls and deals an extra 1d6 damage on weapon attacks for 1 minute
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
Made this for my D&D adventure. Asked Microsoft Copilot to help fit it's level.
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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