NIMBLE ESCAPE. Zagruk can take the Disengage or Hide action as a bonus action on each of its turns.
POISONER. A creature that takes poison damage from Zagruk must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. While poisoned in this way, the target can’t regain hit points and has disadvantage on death saving throws. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
SNEAK ATTACK (1/turn). Zagruk deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Zagruk that isn’t incapacitated and Zagruk doesn’t have disadvantage on the attack roll.
SUNLIGHT SENSITIVITY. While in sunlight, Zagruk has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
UNARMOURED DEFENCE. While Zagruk is wearing no armour and wielding no shield, his AC includes his Intelligence modifier.
MULTIATTACK. Zagruk makes two melee attacks, or one melee attack and one ranged attack.
POISON CONCOCTION. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target. Hit: The target takes 6 (1d12) poison damage.
POISONED KNIFE. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage plus 3 (1d6) poison damage.
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.







Comments