Hellfire Aura. As a bonus action, the Aspect of Mephistopheles can emit an aura of diabolic fire, appearing swathed in dark searing flames. A creature that starts its turn within 10 feet of the Aspect of Mephistopheles, or touches it or hits it with a melee attack while within 10 feet of it and the Hellfire Aura is active takes 7 (2d6) fire damage. A creature that takes damage from the Hellfire Aura becomes vulnerable to fire damage until the start of its next turn. The Hellfire Aura remains until the Aspect of Mephistopheles dies or until he dismisses it as an action. Innate Spellcasting. The Aspect of Mephistopheles's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing its appearance), detect magic 3/day each: scorching ray (4th level), fireball, locate object, suggestion, telekinesis 1/day each: charm monster, dispel magic, unholy weapon (see Appendix C. New Spells), wall of fire Legendary Resistance (1/Day). If the Aspect of Mephistopheles fails a saving throw, it can choose to succeed instead. Regeneration. The Aspect of Mephistopheles regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Mephistopheles dies only if it starts its turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. The Aspect of Mephistopheles's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components: At will: alter self (can become Medium when changing its appearance), detect magic 3/day each: scorching ray (4th level), fireball, locate object, suggestion, telekinesis 1/day each: charm monster, dispel magic, unholy weapon (see Appendix C. New Spells), wall of fire
Legendary Resistance (1/Day). If the Aspect of Mephistopheles fails a saving throw, it can choose to succeed instead.
Regeneration. The Aspect of Mephistopheles regains 10 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The Aspect of Mephistopheles dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spellcasting. The Aspect of Mephistopheles is an 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks) and it needs only verbal components to cast its spells. It has the following wizard spells prepared: Cantrips (at will): mage hand, mending, minor illusion, prestidigitation, ray of frost (4d8 damage) 1st level (4 slots) : identify, magic missile, shield 2nd level (3 slots): hold person, misty step, 3rd level (3 slots): counterspell, major image, lightning bolt 4th level (3 slots): arcane eye, fabricate, Otiluke's resilient sphere 5th level (2 slots): cone of cold, dominate person, scrying 6th level (1 slot): chain lightning
Multiattack. The Aspect of Mephistopheles makes two ranseur attacks.
Ranseur. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d10 + 3) piercing damage plus 5 (1d10) fire damage and the creature is vulnerable to fire until the end of the Aspect of Mephistopheles's next turn.
Hellfire Gaze (1/Day). The Aspect of Mephistopheles's eyes project intense fiery energy in a 120-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 21 (5d6 + 4) fire damage on a failed save, or half as much on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine ash and slag. The creature can be restored to life only by means of a true resurrection or a wish spell.
Teleport (Recharges 5-6). The Aspect of Mephistopheles magically teleports, along with any equipment it is wearing and carrying, up to 60 feet to an unoccupied space it can see.
Reaction Name. Enter the description for your action.
The Aspect of Mephistopheles can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Aspect of Mephistopheles regains spent legendary actions at the start of its turn. Attack.
The Aspect of Mephistopheles makes one ranseur attack.
Teleport. The Aspect of Mephistopheles uses its Teleport action, if available
Cast a Spell (Costs 1-3 Actions). The Aspect of Mephistopheles expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that he has prepared. Doing so costs 1 legendary action per level of the spell.
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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