| Mod | Save | ||
|---|---|---|---|
| STR | 15 | +2 | +2 |
| DEX | 13 | +1 | +7 |
| CON | 12 | +1 | +7 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 11 | +0 | +0 |
| CHA | 9 | -1 | -1 |
Arena Conditioning: The veteran slave has advantage on saving throws against being Frightened while in the arena.
Multiattack: The veteran slave makes two melee attacks
Scavenged Weapon. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 2) [Slashing] damage.
Break Formation (Recharge 5-6)
The slave makes one attack. On a hit, the target must succeed on a DC 12 STR save or be pushed 10 ft and knocked prone.
When a creature the slave can see misses them with a melee attack, the slave may move 5 ft without provoking opportunity attacks.
Description
Morale — When reduced to 6 HP or fewer, the veteran slave:
- Gains disadvantage on attack rolls
- May use their action to Dodge or Disengage instead of attacking
They will not fight to the death unless cornered.
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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