Special Trait name: God Armor. Arkenia is immune to any and all damage on attacks that hit anywhere besides the eyes, mouth, and belly.
Spellcasting. Arkenia is a 20-level spellcaster. Its spellcasting ability is 30.
Cantrips (at will): antimagic field, control weather
1st level (20 spells)
Create bonfire, contact other plane, creation, cure wounds, darkvision, destruction wave, dispel magic, dominate person, dragon’s breath, earthquake, elemental weapon, enlarge/reduce, scorching ray, shatter, speak with dead, thunderous smite, tidal wave, trap the soul, resurrection, wall of light.
Action Name. Enter the description for your action.
Action Melee Attack. Bite: roll 10+ to hit, if bitten and held you are now grappled/incapacitated. If held for more then 1 round take 2 d20 poison damage. Add 1 d20 for each additional round that you are held for poison damage. Reach: 100 feet
Tail slap: roll 12 or higher on a d20 for hit. Deals 6 d20 bludgeoning damage, and on hit you are stunned if a heavier class (Dragonborn, giant, etc) and incapacitated of smaller (gnome, halfling, etc) 200 feet
Headbutt: same as above^ (But range 100 feet)
Action Ranged Attack.
Lightning bolt. Arkenia conducts electricity through his body, the sends it out any point. 100 feet of range, 6 d20 electricity damage. Roll 1 d20 and if above 9 it hits.
Energy beam. Arkenia opens its mouth and fires an energy beam. Roll 15+ on a d20 to hit, 8 d20 radiant damage. In addition, if the die rolls 13, or 14 take 2 d20 or 3 d20 radiant damage (splash damage) 3 miles of range
Reaction Name. Enter the description for your action. After being attacked, arkenia deals half of the damage to attacker, unless it was electricity damage. Add electricity damage to Arkenia’s next attack.
When attacked on top of head, back, sides, or other places covered in glass, your weapon takes 4 d20 cutting 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.
After every round, Arkenia can choose to roll 1 d20 to steal life from enemies. They roll 1 d10 for damage and Arkenia gains that in health.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action. Ignore any attack, on every round roll 1 d20, if 15 or above preform this action.
Description
A massive serpent, almost entirely covered in indestructible black glass. Its belly is gold and gives off high electricity. The eyes of this beast are black and gold as well, and are one of the few weak points for damage (you cannot blind arkenia, however.)
It can fly at 200 feet per round, and swim at 150 feet per round. Its land speed is 100 feet per round.
Lair and Lair Actions
A massive cave, covered in black glass and gold. On entering roll for intimidation.
Lair Actions
On initiative count 20 (losing initiative ties), Arkenia takes a lair action to cause one of the following effects; cause electricity to flow through the gold in the ground and walls, if touching those and not wearing electricity-resistant gear take 4 d20 electricity damage. Arkenia can’t use the same effect two rounds in a row:
- Arkenia ignites the gold in his lair, causing huge damage to anyone touching it, as well as making water attacks hurt the caster for 8 d20 damage.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary Arkenia’s lair is a vast mountain, roll for intimidation.
- 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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Posted Dec 14, 2020This is a work in progress