Cosmic Armor Field
A 120-ft aura surrounds Boog Day:
Allies gain +2 AC and advantage on saving throws
Enemies treat the area as difficult terrain
The aura cannot be dispelled or suppressed
Living World
Its back is a functioning landscape. Creatures can move, build, and fight on it. Terrain may shift during combat.
Gravity Anchor
Creatures of Boog Day’s choice within 60 ft. cannot be knocked prone or forcibly moved.
Eternal Guardian
If reduced to 0 HP, Boog Day instead drops to 1 HP and activates its Mythic Trait.
Multiattack
Boog Day makes 3 attacks: one bite and two limb strikes.
Bite
+18 to hit, reach 20 ft.
Hit: 40 (4d12 + 10) piercing + 22 (5d8) radiant damage
Titanic Limb
+18 to hit, reach 25 ft.
Hit: 36 (4d10 + 10) bludgeoning damage
Target must succeed on DC 24 Strength save or be knocked prone
Stellar Breath (Recharge 5–6)
120-ft line, 10 ft wide
Damage: 72 (16d8) radiant + 72 (16d8) force
Dex save DC 24 for half
Cosmic Shield Pulse (Recharge 4–6)
Boog Day emits a burst of protective energy:
Allies regain 40 HP
Enemies take 36 (8d8) radiant damage (Con save DC 23 half)
Legendary Actions (3/turn)
Move – Moves half its speed
Shell Shift – Creatures on its back must succeed DC 23 Dex save or fall prone
Star Pulse (Costs 2) – 27 (6d8) radiant damage in 30 ft
Gravity Crush (Costs 3) – One creature must make DC 24 Str save or take 45 (10d8) force and be restrained
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
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.
Mythic Trait (Phase 2)
Awakened Cosmic Armor
When triggered:
Regains 300 HP
AC becomes 26
Aura expands to 300 ft
Terrain on its back becomes hazardous (lava vents, gravity tears)
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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