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 #23). The bat sheep has followingspells prepared:
Cantrips (at will): friends
1st level (# slots): charm person
2nd level clam emotions
Sure-Footed. The sheep has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Topple. If the bat sheep runs at creature for 10 ft or more and knocks it prone
Cower. when the bat sheep is attacked it can cower in fear forcing the attacker to make a charisma saving throw or have to change target or not attack.
Enter the description for how legendary actions work for your monster here.
Legendary Action tail wag (Costs # 1). wags tail and giving disadvantage to all who see it on charisma saving throws.
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
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
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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