Antimagic Susceptibility: The trap is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the trap must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Constructed Nature: The trap doesn’t require air, food, drink, or sleep.
False Appearance: While the trap remains motionless, it is indistinguishable from a normal bear trap.
Surprise Attack: If the trap surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.
Jaws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) [piercing] damage. If the target is a Medium or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the trap can’t use its jaws on another target.
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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