30 Generic Legendary Actions - Homebrew

30 Generic Legendary Actions - Homebrew

When creating legendary monsters, its easy to give them basic actions like attack, move, or make a Perception check, but maybe you want them to do more, you just aren’t sure what. Below is a list of thirty generic Legendary Actions that I use on my monsters to give them a bit of excitement.

Because these are generic, the monster name is simply ‘monster’. No DCs are provided, but a formula is provided so you know which recommended mental stat to use, though don’t feel like you must be constrained to that. In addition, while damage is provided, a CR or CR range is also included as a recommendation. If you are using a much lower CR (or higher) monster, make sure to adjust those numbers.

If you want to make your monster even more legendary, check out our 80 Generic Regional Effects!

Legendary Actions

  1. Absorb (Costs 2 Actions). The monster absorbs an ally within 15 feet of it, regaining hit points equal to three times the creature's level or challenge rating, up to its hit point maximum.
    Suggested CR: 1+

  2. Bellow (Costs 3 Actions). All creatures within 30 feet of the monster must make a DC (8+Con+Prof) Constitution saving throw as the monster erupts in noise. On a failed save, a creature takes 5 (2d4) thunder damage and is deafened for 1 minute. A deafened creature can repeat the save at the end of their turns, ending the effect on a success. On a successful save, it takes half damage.
    Suggested CR: 1+, the number of damage dice is equal to the monster’s Proficiency Bonus, works best on huge monster with a high Constitution

  3. Blend into Terrain. The monster takes the Hide action and moves up to half of its speed.
    Suggested CR: 1+

  4. Blood in the Eyes (Costs 2 Actions). The monster makes a melee weapon attack, on a successful hit, the creature takes the normal damage from the attack and must succeed on a DC (8+Str/Dex+Prof) Constitution saving throw. On a failed save, the creature is blinded as blood pours into its eyes for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
    Suggested CR: 1+

  5. Break a Leg (Costs 2 Actions). The monster makes a melee weapon attack against a creature it can see. On a hit, the monster deals normal damage and the target has disadvantage on ability checks until the end of its next turn.
    Suggested CR: 1+

  6. Burning Body. The monster sets itself on fire. Any creature that touches the monster or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. The monster takes 5 (1d10) fire damage at the start of each of its turns.
    Suggested CR: 3+, this works best on constructs that are made of flammable materials or a boss that doesn’t mind being on fire (like Blackbeard)

  7. Celebrate Victory (Costs 3 Actions). The monster celebrates its inevitable victory with its allies, two allies of its choice that can hear it and are within 60 feet, can use their reaction to either make a melee weapon attack or gain 5 temporary hit points.
    Suggested CR: 1+, it can select a number of allies equal to its Proficiency Bonus; the creatures gain temporary hit points equal to 5 times half the monster’s proficiency bonus (rounded up)

  8. Channel Negative Energy (Costs 3 Actions). The monster seeps with foul necrotic energy, channeling the negative energy plane. Each creature within 20 feet of the monster takes 4 (1d8) necrotic damage and only regains half its normal hit points from magical healing until the end of its next turn.
    Suggested CR: 1+, the number of damage die should be equal to half the creature’s CR (rounded down)

  9. Channel Positive Energy (Costs 3 Actions). The monster burns with brilliant radiant energy, channeling the positive energy plane. Each creature within 20 feet of the monster regains 5 (1d10) hit points and has advantage against all saving throws that deal necrotic damage for 1 minute.
    Suggested CR: 1+, the number of healing die should be equal to a third the creature’s CR (rounded up)

  10. Commander's Resolve. The monster grants 5 temporary hit points to an ally of its choice within 120 feet of it.
    Suggested CR: 1+, the number of temporary hit points is equal to 5 times half the monster’s Proficiency Bonus (rounded up)

  11. Create Spell (Costs 1-3 Actions). The monster turns its vitality into spell slots. The monster takes force damage equal to three times the level of the spell it creates and fills a single expended spell slot, this damage can not be reduced. Doing so costs 1 legendary action per level of the spell divided by three.
    Suggested CR: 1+

  12. Digest (Costs 2 Actions). If a creature is swallowed, the monster can begin to digest them. The swallowed creature must succeed on a DC (8+Con+Prof) or take 3 (1d6) bludgeoning damage and 3 (1d6) acid damage. On a successful save, they take half damage.
    Suggested CR: 1+, the number of die for bludgeoning and acid damage should be equal to half the creature’s CR (rounded down, minimum 1)

  13. Elemental Tomb (Costs 2 Actions). The monster targets a creature within 90 feet of it and summons the elements. The creature must make a DC (8+Dex+Prof) Dexterity saving throw. On a failed save, the creature is grappled (escape DC (10+Athletics or Str+Prof)) and takes 7 (2d6) bludgeoning, cold, or fire damage (see below). While grappled in this way, the creature is restrained and takes 7 (2d6) bludgeoning, cold, or fire damage at the start of each of its turns for 1 minute or until it breaks free. A creature can repeat the saving throw at the end of their turns, ending the effect on a success.
    Suggested CR: 5+, the action deals an additional die of damage 8th (3d6), 11th (4d6), 14th (5d6), 17th (6d6), and 20th (7d6)
    Damage: The type of damage should be based on what element the creature chooses, wind and water would be bludgeoning damage

  14. Focused Power (Costs 1-3 Actions). The monster automatically recharges an ability that has been spent. If the ability recharges on a 4-6, it costs 1 action. If it recharges on a 5-6, it costs 2 actions. If it recharges on a 6, it costs 3 actions. The monster can increase the Legendary Action cost by 1 and immediately use its ability as part of recharging it.
    Suggested CR: 1+, this is very useful for dragons who can spend 3 actions to recharge their breath weapon and immediately use it - though the breath weapons of dragons are overtuned and should be used with some caution if your party is going into a very deadly fight with the dragon

  15. Frightening Curse (Costs 3 Actions). The monster targets a creature within 30 feet of it that it can see and forces them to make a DC (8+Cha+Prof) Charisma saving throw. On a failed save, the target is cursed. While it is cursed, it has disadvantage on saving throws against being frightened and all allies of the monster have advantage on the first attack each round against the creature. This curse ends early if the monster is killed.
    Suggested CR: 1+

  16. Furious Swipe (Costs 2 Actions). The monster gives itself advantage and makes one melee weapon attack.
    Suggested CR: 1+

  17. Hunt Prey (Costs 2 Actions). The monster signals to all allies within 60 feet that one creature should be hunted, targeting a specific creature within 60 feet of it. All allies deal an extra 1d6 damage against the target for 1 minute, until they are killed, or the monster uses this action again.
    Suggested CR: 3+, if your monster has more allies than player characters in the encounter, then reduce the extra damage to 1d4

  18. Impale (Costs 2 Actions). If a creature is prone and within 15 feet of the monster, the monster can attempt to make a melee weapon attack. On a successful hit, the monster deals damage as normal and impales the creature, and the target is grappled (escape DC (10+Athletics or Str+Prof)). Until the grapple ends, the target is restrained, and the monster can't use this melee weapon attack on another creature or the restrained creature is released.
    Suggested CR: 1+, for monsters that are CR 10+, the monster rolls an additional die of damage

  19. Kickback (Costs 2 Actions). The monster makes a melee weapon attack (Str+Prof) against a creature within its reach. On a hit, the attack deals (1d6 + Str) bludgeoning damage and the target must succeed on a DC (8+Str+Prof) Strength saving throw or be knocked back (5 x the monster’s Str Modifier) feet and fall prone.
    Suggested CR: 1+, the number of damage die is equal to half the monster’s Proficiency Bonus (rounded up)

  20. Psychic Stun Blast (Costs 3 Actions). The monster lashes out with its mind. Each creature within 20 feet of it, and isn't a construct or undead, must succeed on a DC (8+Int+Prof) Intelligence saving throw or be stunned until the end of the monster's next turn.
    Suggested CR: 5+, this is set for 5+ due to how strong stunning creatures is

  21. Psychic Torrent (Costs 2 Actions). The monster targets a creature it can see within 120 feet and begins sending waves of psychic energy into its mind and the target must make a DC (8+Int+Prof) Intelligence check. On a failed save, the target takes 11 (2d10) psychic damage and for 1 minute is under the effects of the confusion spell. On a successful save, the target takes half damage and has disadvantage on all attack rolls and saving throws until the end of its next turn. A confused creature can make a DC (8+Int+Prof) Wisdom saving throw at the end of each of its turn, ending the effect on itself on a success.
    Suggested CR: 5+, increase damage by 2d10 at 9th (4d10), 13th (6d10), 17th (8d10), and 19th (10d10)

  22. Smite Good. The monster makes a melee weapon attack against a creature. On a hit, the attack deals its normal damage. If the target of the attack is good aligned, increase all of the damage die by one step (Example: 1d6 to 1d8, 3d10 to 3d12, maximum is d12). A creature that is neutral aligned takes no damage.
    Suggested CR: 1+, this works best for evil-aligned creatures, can also swap this so that the monster smites evil creatures

  23. Spectral Force (Costs 3 Actions). The monster summons a force of spectral creatures that swirl around it. All creatures who start their turn within 30 feet of the monster succeed on a DC (8+Wis/Cha+Prof) Wisdom saving throw against this magic. On a failed save, a target can’t use reactions, its speed is halved, and it can’t make more than one attack on its turn. These spectral creatures last until the end of the monster’s next turn.
    Suggested CR: 1+, works best at higher levels when it stops creatures from making multiple attacks, can also augment this so that spellcaster can’t cast spells that are less than a third of the monster’s CR (example: CR 18, can’t cast spells below 6th level)

  24. Strategic Strike (Costs 3 Actions). The monster sees a weakness in its opponent's defense and makes a weapon attack. If the attack would hit, the monster scores a critical hit regardless of the result on the d20.
    Suggested CR: 1+, works best for highly accurate or deadly monsters, like an assassin or skilled swordsman

  25. Summon Creature (Costs 2 Actions). The monster summons a creature that takes its turn directly after this Legendary Action. The summoned creature lasts for 1 minute or until it is reduced to 0 hit points. It follows the monster’s commands to the best of its abilities.
    Suggested CR: 1+, summoned monster should be at least 4 CR levels below summoner

  26. Switch Spells. The monster immediately forgets one spell it has prepared and prepares another spell from its spellbook (or spell list) of its choice that is of the same spell level.
    Suggested CR: 1+

  27. Sweep (Costs 3 Actions). The monster makes a melee attack against all creatures within its reach. The monster makes a single attack roll and compares it against each creature within the area, dealing damage to all that it hits. On a critical hit, it deals the extra damage only to the first creature it hits.
    Suggested CR: 3+, due to the possibility of hitting everyone with this attack, the suggested CR is 3+ since low-level characters can easily be knocked unconscious by a single attack

  28. Thrash (Costs 3 Actions). The monster thrashes out at all creatures. Each creature within reach of the monster plus an additional 5 feet past that must succeed on a DC (8+Dex+Prof) Dexterity saving throw or take (1d6 + Str) bludgeoning damage and be knocked prone.
    Suggested CR: 3+, the number of damage dice it deals is equal to half its Proficiency Bonus (rounded down); this ability works best for long creatures like purple worms, remorhaz, etc; due to the possibility of hitting everyone with this attack, the suggested CR is 3+ since low-level characters can easily be knocked unconscious by a single attack

  29. Web Launch (Costs 2 Actions). The monster bounces on its webs. Each creature within 15 feet of the monster, and on the webbing, must succeed on a DC (8+Dex+Prof) Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. The monster can then fling itself up to half of its speed to another web without taking falling damage.
    Suggested CR: 1+, the damage should be equal to its Proficiency Bonus; The monster doesn’t need to be a spider to take advantage of this action, instead this could be cloud jumping, on quicksand, a monster that turns the solid stone soft and spongelike, bouncing on tree limbs, or similar odd abilities and terrain

  30. Wild Swings. The monster makes two attacks with a melee weapon, each attack is made with disadvantage.
    Suggested CR: 3+, do not use on monsters without a multiattack or have a number of attacks less than half their proficiency bonus as their damage is typically very high for each attack (for example, do not use on remorhaz or a purple worm)


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