| Mod | Save | ||
|---|---|---|---|
| STR | 17 | +3 | +3 |
| DEX | 15 | +2 | +2 |
| CON | 15 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 12 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 8 | −1 | −1 |
Keen Hearing and Smell. Bolt has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. Bolt has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't ancapacitated.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d6+3) piercing damage. If the target is a creature, it must succeed on a DC13 Strength saving throw or be knocked prone.
Lightning Breath (Recharge 5-6). Bolt exhales a blast of blue lightning in a 30-foot line. Each creature in that area must make a DC 13 Dexterity throw, taking 9 (2d8) lightning damage on a failed save, or half as much damage on a successful one.
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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