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: +4 to hit, reach 5 ft., # target. Hit: 1 (1d6) slashing damage.
Shoot. Ranged Weapon Attack: +4 to hit, range 60/320 ft., 1 target. Hit: 1 (1d6) 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.
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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