| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +8 |
| DEX | 12 | +1 | +1 |
| CON | 20 | +5 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +3 |
| CHA | 1 | −5 | −5 |
Tentacle slam. Melee Weapon Attack: +6 to hit, reach 7 ft., 1 target. Hit: 12 (1d10 + 2) Bludgeoning damage.
Vile Spit. Ranged Weapon Attack: +3 to hit, range 20 ft., 1 target. Hit: 8 (1d4 + 4) Necrotic damage.
Shadow State. after making an attack, this monster can teleport to a spot within 20 feet of itself within it's line of sight
Brace. when targeted for an attack, you can brace against that target, increasing your AC by 2 for that 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.
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