Cristalline camouflage. When you are surrounded by the crystals that are growing on your body, (ex, laying in a pile of quartz, and the crystal you chose to grow on your body is also quartz) you cannot be spotted by passive perception, and others gain disadvantage on perception checks when trying to see you.
Bejeweled Hide. At the start of your turn, deal (4d4) piercing damage to any creature that is grappling you, or any creature you are grappling.
Delicate gemstones. Your body is covered with gemstones that all have 6 hp, and only take damage from bludgeoning, force, and thunder damage. When one is destroyed, your AC is reduced by 1. This means that if something does not hit you because of your AC but rolls above a [number of your choosing], they still make an attack roll on the gemstones. Once a gem is shattered, any creature within 5 feet of you must make a DEX saving throw and take 3d8 piercing damage on a fail, and 1d8 - 1 piercing on a success. Spells meant do destroy items/structure (ex: shatter) will do double damage to the crystals.
Spider climb. You can climb any non-smooth surface, even upside down.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., 1 target. Hit: 11 (2d8 + 3) [piercing] damage.
Tail. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d6 + 1) [slashing] damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 5 (1d10 + 2) [slashing] damage.
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.
Comments