Special Trait Name. Enter the description for your special trait.
Spellcasting. The Black Bolt can cast Blink once per day, as a natural ability. Flavor Text: The yellow lightning bolt that runs down the Bolt Back's body from head to tail lights up and begins to glow as it blinks in and out of existance.
Emultant Rage: At half health the Bolt Back fills up with Electrical energy its eyes begin to glow with a pulsing yellow light. The Bolt Back can now use the Lightning breathe twice before a recharge is needed. After this happens the Bolt Back becomes exhausted after combat. During exhaustion the Bolt Backs movement cut in half and the Bolt Back also becomes vulnerable to piercing damage as its scales begin to fall of in charged pieces. The Bolt Back loses its exhaustion after a long rest.
Multiattack The Bolt Back makes two attacks: one with its bite and one with its tail. During Emultant Rage the bolt Back makes two breathe attacks if it is able to and two tail attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., 1 target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee Weapon Attack: +5 to hit, range 5 ft., 1 target. Hit: 8 (1d8 + 3) bludgeoning damage.
Lightning Breathe(Recharge 5-6) The Bolt Back exhales Lightning in a 30ft line that is 5ft wide Each Creature in that line must make a DC16 Dexterity saving throw, or take 22(4d10) lightning damage on a failed save, or half as much on a succesasful one.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
The Bolt Back is a rare type of Guard Drake that was made by the Scaled Rost during the war of between the Draconian empire and the peoples of the West. The creature is a rather large drake with bluish black scales from top to bottom. The distinguish feature of this creature is that it has a yellow lightning bolt like strip that goes from its head to the tip of its tail. The are some of the most sought after mounts of the Aarch people.
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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