Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [charisma] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Action Melee Attack. Melee Unarmed Attack: +15 to hit, reach 5 ft., 1 target. Hit: 3x (2d8) [psychic] damage +10 (bludgeoning) damage
Action Ranged Attack. Ranged Spell Attack: 3x +8 to hit, range 120 ft., 1 target. Hit: +8 (1d10+3) [force] damage.
Reaction Name. Enter the description for your action.
Bear Mummadrai legendary actions: Bear Mummadrai can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The Bear Mummadrai regains spent legendary actions at the beginning of it’s turn.
Flee: An ethereal face peers out of the Mummadrais’ head and hisses at a target. Target must make a Wisdom saving throw, DC 16, or spend it’s turn using the dash action to flee from caster.
Halt: An ethereal face peers out of the Mummadrais’ head and hisses at a target. Target must make a Wisdom saving throw, DC 16, or spend it’s turn calming a mental storm in it’s mind.
Telekinesis: The caster must use 2 legendary actions to use this action the first time, this spell does require concentration. The caster can use 1 legendary action to use this spell after it is cast.
Creature: The Mummadrai must make a contested ability check (+8) vs the creatures strength. If the Bear is successful it can move the creature up to 30 feet in any direction, including upwards, but not beyond 60 feet. The creature is considered restrained until the end of the Mummadrais next action. The Mummadrai can attempt to hold onto the target during its next action by rerolling the check, if successful the target can be moved another 30 feet, but not beyond 60 feet in total from the caster.
Object: The Mumadrai can do the same with an object weighing less than 1,000 lbs. If the object is being held it must make a contested ability check (+8) vs the creatures strength. The Mummadrai can exert fine control over the object, such as opening a door or opening a chest, etc.
Cast: The Bear Mumadrai can use two legendary actions to cast a spell.
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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