Aura of Misfortune. Bad luck radiates from the beast in an aura with a 60 ft radius. Hostile Creatures in that area have disadvantage on attack rolls, ability checks, and saving throws.
Unfavorable Target. The beast is Unaffected by Critical hits.
Omen Of Death. Once per long rest you can choose one hostile thing within a 50ft radius and cause it to scream in horror. DC 15 Wisdom saving throw. On a pass takes 1d8 Psychic damage, on a Fail if enemy has above 50 hit points it takes 2d8 Psychic, if Enemy has lower than fewer hit points its soul (If it contains one) is collected. When 8 souls are collected it may do instant damage to a enemy of your choice taking 7d10 Psychic damage.
Bite. Melee weapon Attack: +6 to hit, reach 5ft, one target. Hit: 11 (2d6+4) piercing damage.
Shadow keeper. Omen may jump into an enemies shadow and keep track of them. Once recalled you will know the location of said enemy
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