| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +5 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 13 | +1 | +1 |
| CHA | 10 | +0 | +0 |
Alien Physiology: The alien has advantage on saving throws against being poisoned
Telepathic Coordination: While within 30 feet of another Alien, the Alien gains +1 to attack rolls and saving throws.
Multiattack: The alien makes 2 unarmed attacks, or 1 unarmed strike and 1 shoot with it's blaster
unarmed strike: 1d6 damage
Alien Blaster. Ranged Weapon Attack: 2d8 Radiant damage
Skitter Step. The Alien moves up to 15 feet without provoking opportunity attacks.
Alien Reflexes. When a creature the Alien can see misses it with an attack, the Alien can move 10 feet.
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.
Description
A 7-8ft tall humanoid creature with gray skin and large eyes
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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