Vanguard Training.
The recruit has advantage on saving throws against being frightened while within 10 feet of an allied Vanguard creature.
Hold the Line.
If the recruit hasn’t moved this turn, opportunity attacks against creatures leaving its reach are made with advantage.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Shortsword. _Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) piercing damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Shield Block (1/Turn).
When hit by a melee attack, the recruit reduces the damage by 4.
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
young settlers or volunteers given basic training and issued standardized gear.
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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