| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 18 | +4 | +6 |
| CON | 11 | +0 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 2 | −4 | −4 |
| WIS | 14 | +2 | +4 |
| CHA | 10 | +0 | +0 |
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Flyby: The ray doesn’t provoke opportunity attacks when it flies out of an enemy's reach.
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Paradime Static: Any creature that hits the ray with a metal melee weapon takes 2(d4) lightning damage.
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Tail Lash: Melee Weapon Attack: +6 to hit, reach 10 ft. Hit: 8 (1d8 + 4) slashing damage plus 4 (1d8) lightning damage.
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Storm Discharge (Recharge 5-6): The ray emits a bolt of Paradime lightning in a 30-foot line. Each creature in that area must make a DC 14 Dexterity Save, taking 18 (4d8) lightning damage on a failure, or half as much on a success.
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Altitude Shift: The ray quickly ascends or descends. It moves 20 feet vertically. This movement does not count against its movement speed and does not provoke opportunity attacks from creatures on the ground.
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Flicker: The ray’s Paradime wings glow intensely. One creature within 5 feet must succeed on a DC 14 Wisdom Saving Throw or have Disadvantage on its next attack roll against the ray.
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Static Discharge: When a creature within 10 feet of the ray deals damage to it, the ray releases a spark. The attacker must succeed on a DC 14 Dexterity Saving Throw or take 5(2d4) lightning damage and be unable to take Reactions until the start of its next turn.
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Evasive Barrel-Roll: When the ray is targeted by a ranged weapon attack, it can choose to impose Disadvantage on that attack roll.
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
Enter a general description for your monster here.
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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