"This is the true feelings unleashed without restraint. This is what it means to burn the world to ash. The world is nothing when you take from me what kept me going" - Septimus Krieger
Multiattack: Septimus can use his Frightful Presence. Then makes three attacks: one with his bite and two with his claws.
Bite: Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
Action Melee Attack. Melee Weapon Attack: +19 to hit, reach 10 ft., # target. Hit: # (3d10 + 15) [Force] damage.
Frightful Presence: Each creature of Septimus' choice that is within 120 ft. of him and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to his Frightful Presence for the next 24 hours.
Immolation. It strikes the first target it encounters, unless they succeed on a DC18 Dexterity saving throw. This concentrates the dragon's Fire Breath attack into a straight line 5 ft. across. The range of the Fire Breath attack is increased by 30 ft. and inflicts an extra (3d10) fire damage.
Bonus Action Name. Fire Breath (Recharge 5-6): Septimus exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
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.
Comments