| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 10 | +0 | +0 |
| CHA | 3 | −4 | −4 |
A once helpful enchanted climbing rope,
twisted by foul magic and driven by a hatred
of climbers.
Activated ropes now have a single
minded purpose, trip and constrict
their one time masters.
Action Name. trip
Action Melee Attack. Melee : +4 1d4+2 Bludgeoning DC 14 Dex save or become prone. Constrict. Melee Weapon Attack: +4 to hit, reach 5’, one creature. Hit: 6 (1d8+2)
bludgeoning damage. The target is grappled, escape DC14. Until this grapple
ends, the creature is restrained, and the rope can’t constrict another target
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.
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