| Mod | Save | ||
|---|---|---|---|
| STR | 30 | +10 | +27 |
| DEX | 10 | +0 | +7 |
| CON | 25 | +7 | +21 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +13 |
| WIS | 15 | +2 | +11 |
| CHA | 23 | +6 | +19 |
Three Headed: The dragon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, defeated, stunned, and knocked unconscious.
Legendary Resistance (3/Day): If the dragon fails a saving throw, it can choose to succeed instead.
Triple Threat: The dragon can take three actions per round, rather than one.
Multiattacks: The dragon can use Frightful Presence. It then makes 3 Bite attacks (one for each head)
Bite: Melee weapon attack: +17 to hit, reach 15 ft, one target. Hit: 21 (2d10 + 10) piercing damage plus 10 (3d) radiant damage.
Triple Burst Stream of Destruction (Recharge 5-6): The dragon's three heads fire simultaneously. It exhales radiant energy in a 120-foot line that is 15 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 88 (16d10) radiant damage on a failed saving throw, or half as much as a successful one.
Bite: The dragon makes one bite.
Wing Attack (Costs 2 actions): The dragon beats its wings. Each creature within 15 feet must succeed a DC 25 Dexterity saving throw or take 17 (2d6+10) bludgeoning damage or knocked prone. The dragon then can fly up to half it' flying speed.
Hyper-Radiant Flare (Costs 3 actions): The dragon emits a blinding flash. Each creature within 30 feet must succeed on a DC 21 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of it's turns.
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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