Keen Smell and Ears. Sparks has an advantage on all Perception checks using Smell and Sound.
Forest Predator: when Stalking its Prey in the Forest Sparks has an advantage on Dexterity and Wisdom checks. if it attacks a Creature and that is unaware of Sparks, the first Attack has an advantage.
Pounce: if Sparks runs at least 20 ft straight at a creature and uses its Paw Attack the Creature must succeed on a DC 15 Saving throw or be knocked prone. The DC increases by 1 for every additional 5 ft of straight movement.
Devine Relentlessness: If the creature would be reduced to 0 hit points, there is a chance that it can instead only be reduced to 1, at the end of its Round it has a 5% chance to regenerate that feature, else it gets regenerated after a short Rest.
Avoidance: ...
Action Name. Enter the description for your action.
Attack Actions:
Paw: Melee Attack: +11 to hit, reach 5 ft., 1 target. Hit: 23 (4d8 + 7) [slashing] damage.
Bite: Melee Attack: +8 to hit, reach 5 ft., 1 target. Hit: 16 (4d6 + 4) [piercing] damage. When a Creature is hit by this attack it has to succeed on a DC 16 Saving throw or be grappled between Sparks Jaws. If at the Start of Sparks a Creature is within its Jaws it may as a free Action use Bite on that Creature (guaranteed hit). This attack may only be used normally when no Creature is currently Grappled by this attack. This attack may also only be used once every turn.
Other Actions:
Decipher Intentions: (concentration) Sparks may use ist Bonus Action to decipher the Intentions of one creature it can see within 60 ft. The targeted creature must succeed on a DC 19 Charisma saving throw. on a failed save the creature has a disadvantage on all Actions taken against Sparks. The Creature may try to end the effect using a free Action on its Turn. if not Canceled the effect lasts up to 1 minute.
Elude. Sparks adds 7 to ist Armor Class against a single Opportunity Attack that would hit otherwise.
Legendary Resistance: Sparks has 3 Legendary Resistances and may spend them to succeed on a Savingthow it would otherwise fail.
Sparks has a maximum f 6 Legendary Actions and recovers 1d4 on a long rest.
Spark of Divinity (Costs 2 Legendary Actions). Full Action; Sparks Hair begins to stand on end and The lightly Gleaming Fur becomes glowing red with a sudden Bark a Wave of Sparks bursts out. All Creatures within 20 ft must succeed on a DC 19 Dexterity Saving throw or take 9(4d6) Fire Damage and be set on Fire. Ona successful Save the Creature takes only half damage and isn't set on fire.
A Creature that is on Fire takes 1d4 Fire damage on the Beginning on its turn this Damage Doubles very Rund the Creature is on Fire in a Row, or when taking additional Fire Damage. The Creature may use its Action to Extinguish the Flames, the same effect can be achieved when fully submerged under Water.
Devine Regeneration (Costs 4 Actions). Full Action; Sparks regenerates half of its max HP.
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.