Abyssal Storage. Allows the user to store anything, no matter how large and no matter how many into their facial socket.
Rushing Memories. Your sins are so strong as they rush to your head, memories starting to overlap until they are no longer mentally manageable, dealing 1d8 of damage.
Action Melee Attack. Unarmed: +5 to hit, reach 30 ft., 1 target. Hit: # (1d8 + 1) [psychic] damage.
Eternal Hands. Several portals appear around one target as a hand emerges from all of them, to many to come from one person. Can only be done when at less than 16 Hit Points and deals 1d12 of damage.
Action Melee Attack. Unarmed: +20 to hit, reach 100 ft., 1 target. Hit: # (1d12 + 0) [bludgeoning] damage.
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