Terrifying. When within 120 feet of the gargoyle, players must succeed a wisdom saving throw every turn or become frightened.
Flyby. The gargoyle doesn’t provoke an Opportunity Attack when it flies out of an enemy’s reach.
Multiattack. The gargoyle makes two Claw attacks.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 7 (2d6 + 4) Slashing damage.
Earthbreak. Target and all creatures within 15 feet must succeed a dexterity saving throw or fall prone and take 1d8 of damage.
Screech. All creatures outside of full cover and without ear protection must succeed a wisdom saving throw or become deafened and take 1d6 of 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.
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