New soldier: At the start of combat, this creature makes a charisma saving throw (13) or will gain fearful for 3 turns.
Sword stab. Melee Weapon Attack: +3 to hit, reach 5 ft., # target. Hit: 1 (1d4 + 1) slashing damage.
Shoot. Ranged Weapon Attack: +3 to hit, range 60/320 ft., 1 target. Hit: 1 (1d4 + 1) piercing damage.
Guard up. Using this bonus action gives +2 AC until end of turn.
Strike back. If attacking creature misses, this creature can use reaction to do 1d4 damage.
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Description
just an average dude.
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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