| Mod | Save | ||
|---|---|---|---|
| STR | 22 | +6 | +10 |
| DEX | 8 | −1 | −1 |
| CON | 22 | +6 | +6 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 14 | +2 | +2 |
| CHA | 10 | +0 | +0 |
gem of animation. if you do 85 damage in 1 turn it will die immediately
a big strong monster. advantage any strength saving throws
ability of elements. made from metal have a plus 5 to ac and resistance to slashing damage made of rock a plus 2 to str and con with every attack doing 10 more damage made of water gets a minus 5 to strength but a plus 5 to dexterity and wisdom and resistance to fire damage made of dirt gets a minus 5 to strength but a plus 5 to dexterity also if near dirt can absorb the dirt and becomes gargantuan made of fire all fire damage done ads health equal to damage made of air gets a minus 10 to strength but a plus 10 to dexterity made of corpse healing damages him and minus 10 hp but when someone sees him they have to succeed a con throw or they will be vomiting not allowing main actions.
punch. Melee Weapon Attack: +7 to hit, reach 10 ft circle., any one in the 10 foot reach targets. Hit: 65 (1d100 + 15) [bludgening] damage.
blast. Melee Weapon Attack: +9 to hit, reach 10 ft circle., any one in the 10 foot reach targets. Hit: 90 (10d12 + 18) [radiant] damage.
Action Ranged Attack. Ranged Weapon Attack: +5 to hit, range 20/150 ft., 1 target. Hit: 63 (12d8 + 11) [fire] damage.
bull riding. if grappled by something that is any smaller than him you get launched 15 feet away and will be taking 2d6 bludgening 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.