| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 30 | +10 | +13 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 14 | +2 | +5 |
| CHA | 17 | +3 | +3 |
Battle bond; once you use a move, it will change the type of the Pokémon, making it stab with the orb going into the pokemon, once per orb it will be times 2 but if you change type then do the move again it will just be 1.5 times
weak to fighting, Bludgeoning
Iron Tail. Iron Tail inflicts damage, and the opponent has to roll a d20 higher than 6 or the AC goes down by one.
Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: # (4d8 + 2) [steel] damage.
Swift, star-shaped rays are shot at the opposing Pokémon.
Action Ranged Attack. Ranged Weapon Attack: always hit, range 5/60 ft., 2 targets. Hit: # (4d6 + 2) [Normal] damage.
Shadow ball, The user hurls a shadowy blob at the target, the opponent rolls a d20, and if they roll a 4, their wisdom goes down by one
Ranged, Ranged Weapon Attack: +5, range 5/60 ft. 1 target. Hit# (4d6+2) [Ghost] damage
Dig: The user burrows, then attacks on the next turn.
Melee, Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: # (4d6 + 2) [Ground] damage. Takes two turns for damage to happen. While the Pokémon is underground, the Pokémon can't be harmed unless an earthquake
Roll a Dex roll, and if you get higher than the oppenant dex modfier than you can do another action.
Take a reaction to dodge one move from the opponent based on your Dex mod, and would have to roll higher than the opponent.
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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