AGGRESSIVE. As a bonus action, the Black Uruk Captain can move up to his speed towards a hostile creature that it can see. HORRIBLE STRENGTH. A melee weapon deals one extra die of its damage when the Black Uruk Captain hits with it (included in the attack).
MULTIATTACK. The Black Uruk Captain makes two melee attacks. BROAD-BLADED SWORD. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.
SPEAR. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.
YELL OF TRIUMPH. Each creature of the Black Uruk Captain’s choice that is within 30 feet of it and can hear it gains advantage on attack rolls and Charisma (Intimidation) checks until the start of the Black Uruk Captain’s next turn. The Black Uruk Captain can then make one melee attack as a bonus action.
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Opportunity Attack
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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