helpful familar: gives the help action on checks that apply, ie intimidation, etc.
scary form: advantage on intimidation checks
Spear Arm: melee attack roll +2 reach five feet hit: 4 (1d4) pircing dmage.
spout acid: a toothy sphincter on the monster opens, a spouts out a stream of yellowish green acid. Ranged attack: +2 hit, range: 10 feet, hit 3 acid damage (1d4)
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
A horrible blob of flesh, with kitinous plates on certain areas, it has oozing pustules, four spiny arms to drag inself along the ground, and implae enimies. It has a hole ringed with lamprey teeth that shoots acid on its front, no eyes just a sickly hole for a nose.
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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