Anarchy Arcanum. Anytime they cast a spell they must roll 1d10 as well. If they roll a 1 on the 1d10, an effect will be rolled on the wild magic table.
Spellcasting. Its spellcasting ability is Charisma(spell save DC 19, +11 to hit with spell attacks). The Apophone has the following spells prepared:
Cantrips (at will): Thaumaturgy, Prestidigitation, Mind Sliver, Control Flames, Mold Earth, Shape Water, Gust, Infestation, Shocking Grasp
1st level (5 slots): Dissonant Whispers, Hideous Laughter, Chaos Bolt, Chromatic Orb, Catapult, Earth Tremor, Hex, Ice Knife, Hellish Rebuke, Witch Bolt, Thunderwave
2nd level (4 slots): Acid Arrow, Blur, Alter Self, Darkness, Flaming Sphere, Mind Spike, Scorching Ray, Shatter, Silence, Spike Growth
3rd level (3 slots): Fear, Call Lightning, Dispel Magic, Erupting Earth, Fire Ball, Gaseous Form, Hunger of Hadar, Summon Lesser Demon, Counterspell
4th level (2 slots): Banishment, Black Tentacles, Conjure Minor Elementals, Death Ward, Fabricate, Elemental Bane, Giant Insect, Polymorph, Summon Abberation, Summon Greater Demon,
5th level (1 slot): Banishing Smite, Cloudkill, Cone of Cold, Conjure Elemental, Conjure Volley, Contagion, Destructive Wave, Control Winds, Maelstrom, Telekinesis,
6th level (1 slot): Bones of the Earth, Circle of Death, Chain Lightning, Disintegrate, Flesh to Stone, Harm, Move Earth, Primordial Ward, Summon Fiend,
Decay. Ranged Attack: +8 to hit, ranged 60/120 ft., one target. Hit: 5(1d8) acid and 5(1d8) necrotic damage.
Pincer. Melee Attack: +7 to hit, reach 5 ft., 1 target. Hit: 11(2d10) piercing damage and 7.5(3d4) acid damage.
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
An avatar of the god of wilderness, madness, and alcohol.
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.
Previous Versions
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11/30/2020 2:46:17 AM
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