| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 10 | +0 | +0 |
| CON | 18 | +4 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 9 | −1 | −1 |
Last Blood:The giant after being killed can revive if its touching blood
Multi Attack:does w attacks with its dagger
Dagger:+7 to hit 2d4+4 piercing dmg and 2d6 necrotic dmg
Move blood can teleport to any unoccupied bloody space
once per attacker if attacked can force wisdom saving throw DC15 if failed attacker takes half of dealt dmg as psychic
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
large monster fueled by blood and rage often summoned to protect their master
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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