Charge and Blast. After the Blazing Skeleton moves, as an action it may move again up to its full speed, as it does the fire surrounding it roars wildly. When it stops the skeletons mouth exudes a silent scream and fire blasts out in a 10ft. sphere doing 14(2d10+4) fire damage to all (including itself) in range. Dex save 14 for 1/2.
Undead Restoration. If the Blazing skeleton is reduced to 0 hit pints but is not hit with holy water, radiant damage or similar, on the next round it will re-assemble with 10 HP and take its turn as normal.
Fiery Touch. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: 9 (2d6 + 2) [fire] damage.
Fire Blast. RangedWeapon Attack: +3 to hit, range 120 ft., 1 target. Hit: 14 (2d10 + 4) [fire] damage, Dex save 14 for 1/2. Hit or miss it also explodes hitting everything in a 5ft. radius of its original target for 7(1d10+4) fire damage. Dex save 14 for 1/2.
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.
Description
The Blazing Skeleton looks like any normal skeleton... until it ignites. It may ignite as a free action.
It then illuminates bright light for 10 ft. and dim light up to 20 ft. as the fire flickers and licks around it.
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