Sunlight Sensitivity. While in sunlight, the anakore has disadvantage on attack rolls, as well as onWisdom (Perception) checks that rely on sight
Darkvision Tremorsence
multiattack. The anakore makes 2 claw attacks.
Claw. Melee Weapon Attack; +5 to hit reach 5 ft., one target. hit;5 (1d4+3) slashing damage. ; can grapple target instead of dealing damage
Drag Under. The anakore can drag underground target its grappling dealing 2d4 bludgeoning damage. Also target becomes blinded and restrained and starts to suffocate and take 2d4 blugeoning damage each turn while underground. Target can make DC 13 strenght saving throw to resurface.
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
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.
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