| Mod | Save | ||
|---|---|---|---|
| STR | 13 | +1 | +1 |
| DEX | 16 | +3 | +6 |
| CON | 12 | +1 | +1 |
| Mod | Save | ||
|---|---|---|---|
| INT | 9 | −1 | −1 |
| WIS | 14 | +2 | +2 |
| CHA | 2 | −4 | −4 |
Climber. The aesthyrion can scale walls and ceilings.
Diver. The aesthyrion will retain its flying speed for one turn if it goes underwater.
First Strike. The aesthyrion does an extra 3 points of damage on every attack if above 45 hit points.
Frosty. If encountered during winter, the aesthyrion will be able to attack twice in one turn and be able to move 5ft. more.
Bite. Melee Weapon Attack: +1 to hit, reach 10 ft., 1 target. Hit: 6 piercing damage.
Lance. Ranged Weapon Attack: +2 to hit, reach 50ft., 2 targets. The aesthyrion shoots an icy projectile from its jaws. The targeted players must make a dexterity 15 saving throw. On a failure, they will take 10% of their maximum hit points (including temporary ones) and be stunned for 2 turns. On a success, they will be prone for 2 turns.
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.
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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