| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 13 | +1 | +1 |
| CHA | 15 | +2 | +2 |
Thick Fat. Dewgong takes quarter damage instead of half damage from fire and cold (rounded down).
Hydration. Dewgong regains 5d4 hit points at the start of its turn if it is contact with water.
Ice Body. If any creature hits Dewgong with a melee attack or makes contact with it, they must succeed a DC 15 Constitution saving throw or have their speed lowered by 15ft. until the end on Dewgong's next turn.
Snowy Coat. Dewgong has advantage on stealth checks in the snow.
Hold Breath. Dewgong can hold its breath for up to 2 hours.
Headbutt. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.
Ice Shard. RangedWeapon Attack: +7 to hit, range 70/150 ft., 1 target. Hit: 5 (2d4) piercing damage plus 6 (1d12) cold damage.
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.
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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