| Mod | Save | ||
|---|---|---|---|
| STR | 2 | −4 | −6 |
| DEX | 3 | −4 | −5 |
| CON | 2 | −4 | −4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +4 |
| WIS | 12 | +1 | +6 |
| CHA | 12 | +1 | +6 |
-
Queens Common Sense. Advantage on Insight checks to read motives and on Persuasion checks made to calm or de-escalate tense situations.
-
Neighborhood Protector. When an ally within 10 ft (including a youthful ward…) takes damage, Aunt May can give that ally 3 temporary HP (once per round).
-
Household Improvisation (Weapons Master). Proficient with improvised weapons (rolling pin, umbrella, frying pan, broom, handbag). Her improvised weapons have 20/60 ft range if thrown.
-
Firm Swat (Melee Weapon Attack). +2 to hit, reach 5 ft., one target. Hit: 1d4 bludgeoning (nonlethal preference).
-
“Mind Your Manners!” (Save-based; 1/Short Rest). One creature that can hear her within 30 ft makes a DC 10 WIS save. Failure: disadvantage on its next attack before the end of its next turn and it can’t take reactions until then (flustered by a withering scold).
-
Tossed Pan (Ranged Weapon Attack). +2 to hit, range 20/60 ft., one target. Hit: 1d4−1 bludgeoning.
-
Comforting Words. A creature within 30 ft that can hear her gains +1 to its next ability check or saving throw before the end of Aunt May’s next turn.
-
Quick Tidying Cover. If adjacent to furniture or clutter, Aunt May takes the Hide action (lightly obscured).
Protective Glare. When a creature Aunt May can see within 30 ft targets one of her allies with an attack, she imposes −2 on that attack roll.
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
In the Prime Marvel Universe, Aunt May has raised Peter Parker, run community kitchens and shelters, and stood up to crooks and super-villains alike with courage and compassion—rarely fighting, but always protecting and persuading until help arrives.
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