| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +2 |
| DEX | 16 | +3 | +3 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +4 |
| WIS | 11 | +0 | +0 |
| CHA | 10 | +0 | +0 |
Wild Caster. When this creature rolls initiative it casts a random spell equal to its lv rounded down.
Action Melee Attack. The big stomp: +3 to hit, reach #5ft., 1 target. Hit: 7 (2d6 + str) [bludgeoning] damage.
seismic waves. Ranged spell Attack: This deals 4d6 thunder damage and the creature is knocked prone if the creature succeeds they take half damage and stays up
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 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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