Capsule Monster: This creature is a capsule monster and can be summoned or stored via a small, two-inch capsule. Whoever summons it using the capsule is its master, meaning it can be used for good or evil.
Claw Swipe: Melee Weapon Attack: +2 to hit, reach 50 ft., 1 target. Hit: 50 (2d20 + 10) [Slashing] damage.
Horn Stab: Melee Weapon Attack: +2 to hit, reach 50 ft., 1 target. Hit: 60 (3d20 + 0) [Piercing] damage.
Drop Kick: Melee Weapon Attack: +2 to hit, reach 50 ft., 1 target. Hit: 80 (4d20 + 0) [Bludgeoning] damage.
Opportunity Attack: Whenever a creature leaves your melee range (54 ft.), you can make an unarmed attack against it. If you do not miss, this attack deals 2d12 + 0 Bludgeoning 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
A large, ceratopsian-like kaiju.
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.