Bravery. Ponman has a soul of Bravery, and its spellcasting modifier is Constitution. For some reason, Constitution.
Pawn. Ponman can only move in one direction willingly during its turn. Additionally, it has +5 to Initiative.
A Little Eepy. Ponman has disadvantage on rolls against the Unconscious condition or being drowsy.
Diamond Shots (Fight/Magic). Ponman casts the Diamond Shots spell. (Integrity) Usually, you get shots through a needle.
Shine (Act). When Ponman fails a save against being Unconscious or drowsy, it can instead shine bright light within 20 ft. and dim light for 20 more ft., making it succeed the save. Creatures within 20 ft. must make a DC 11 Intelligence saving throw or be Blinded for 3 rounds. Ponman takes 2d4 Radiant damage in recoil. (Bravery, +2 AC)
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
Used for a Deltarune homebrew system. If used in a regular system, ignore the Bravery trait, (Integrity), and (Bravery, +2 AC).
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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