Dark vision and blind sight for 60 feet.
The weapons they carry, with the same reach, damage, and rolls.. They have a +5 and a movement of 40.
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.
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
[Don't look at this one if you are not Thomas, I made it for his campaign.]
(Don't worry about the challenge rating, it is unimportant. I envision there being at least 2 of these for every character that chooses to go against me in the end, but there can be however many more you want, since it was originally an army.)
Same as Wargals, but these stand taller and are more muscled. They are also grey in color. They lead groups of Wargals, anywhere form 4- 40, but normally 20 or more. Immune to all status effects besides fear, and only afraid of horses/cavalry, resistant to bludgeoning. They carry axes, full spears, and short swords.
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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