Silent Step.
Disadvantage on Perception checks to hear the doe’s movement.
Two Heads.
The radstag has advantage on Wisdom (Perception) checks and saving throws against being blinded, stunned, or knocked unconscious.
Arc-Radiant Hide.
A creature that hits the radstag with a melee attack from within 5 feet must succeed on a DC 11 Constitution saving throw or gain 1 level of Arc-Radiance
Skittish Reflexes.
The radstag can take the Disengage action as a bonus action.
Hoof Strike. +5 to hit, 5 ft., 9 (2d4+2) bludgeoning.
Bounding Leap.
The doe jumps 30 ft. horizontally without a running start.
The radstag can take the Disengage action as a bonus action
Reaction Name. Enter the description for your action.
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.
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