| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +9 |
| DEX | 15 | +2 | +9 |
| CON | 14 | +2 | +9 |
| Mod | Save | ||
|---|---|---|---|
| INT | 15 | +2 | +9 |
| WIS | 12 | +1 | +8 |
| CHA | 13 | +1 | +8 |
trident. Melee Weapon Attack: +4 to hit, reach 6 ft., 1 target. Hit: 12 (2d10 + 2) bludgeoning damage.
fire bolt. Ranged Weapon Attack: +3 to hit, range 30/60 ft., 1 target. Hit: 7 (1d10) fire damage.
spare pls. if at 1 hp you can spare or kill
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
he wants human souls to become powerful or at least a soul of anything except his civilians
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 Effe
- 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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