(d6)
1-Inflict Common Core: 2d8 psychic damage, -1 Int
2-Generic Rectangle(1/rest):2d12 psychic damage, -5 Int
3-Heal: Heal 1 HP
4-Run Away: Runaway while singing baby shark
5-Shoot Paper: 1d6 slashing damage
6-Cringe:Plays Common Core songs, target must succeed on DC10 Wisdom saving throw or suffer short term madness
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Robotic version of any race except skolton, with paper slot
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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