Innate Spellcasting. The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: Arcane Gate, true seeing
Spellcasting. The [monster name] is a 14-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 15, +7 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp
1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch
Gift of the Gods. Bibbnat take an action to invoke a blessing from Dagon. His body appears to be wracked with pain has his right arm sloughs off and his body mutates and molds itself a cephalopodian tentacle where his arm use to be. The right side of his body is an unrecognizable mass of tissue and suckers with half his face appears melted and merged with the new form. Bibbnat is modified by the following stats:
Resistances. Piercing, Slashing, and Bludgeoning damage from nonmagical weapons, radiant, necrotic, psychic damage
-Gains +2 bonus to AC
-Weapon Attacks are magical
-Can attack twice per turn
Whispering Aura. At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.
Action Name. Enter the description for your action.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) piercing damage.
Good Arm Thrash (in corrupted form). Melee Weapon Attack: +5 to hit, reach 20 ft. one target. Hit: 4 (2d6+4) piercing damage. Target must make DC 15 strength saving throw or be thrown 15ft in a straight line from where they were standing.
Can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary Actions are regained at the start of each turn.
Escape (1 Action). BIbbnat uses his grotesques arm to rapidly change position. He moves in a straight line to any position up to 20ft away
Cantrip (1 Action). Bibbnat casts a cantrip
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
Bibbnat is a seemingly young gnome wearing tattered but fine clothes beneath a dark deep purple cloak. He has sharp features including a hawkish nose. His head bears no hair nor any ornamentation of any kind. At his hip is a curved dagger with a silver handle along with what appears to be a sharpened piece of bone. Around his neck he wears some weird fetish that looks to be carved from smooth green stone.
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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