Draining Aura. A creature that ends its turn within 30 feet of an Acedia must make a Charisma saving throw, this saving throw has a higher DC depending upon how many Acedia you are within 30 feet of, starting at DC 12 for being within range of 1 Acedia, DC 13 for 2, up to a maximum DC of 20. On a failure, an affected creatures’ Charisma score is decreased by 1d4 and their movement speed is decreased by 5 feet if either of these scores reach 0 the creature falls unconscious. Reductions in both movement and Charisma score last until the creature finishes a short or long rest.
Never-ending Sleep. Creatures within an Acedia’s Draining Aura can’t gain the benefits from a short or long rest and will gain a level of exhaustion for every 24 hours they spend within that aura. This effect does stack with other exhaustion causing effects and the Draining Auras of multiple Acedia.
Piecing Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piecing damage.
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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