Crystal Drain. On a bite hit, the target loses 1 random spell slot (or 1d6 mana points).
Burrow Ambush. Has advantage on initiative rolls and attack rolls made from underground.
Veil Resonance. All Mist creatures within 30 ft gain +1 AC.
Shatter Pulse (Recharge 5–6). Emits a 30 ft pulse of force. Each creature must make a DC 15 Constitution save or take 14 (4d6) force damage; relics or crystals take double.
Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing + 7 (2d6) force.
Tail Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d8 + 2) bludgeoning.
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
These massive crystal-bodied worms consume relics and magic alike, burrowing beneath ruined outposts. Their translucent shells refract ghostly light, glowing as they feed.
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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