The Absolute. All allied creatures within 30ft of this creature gain an additional 1d6 Radiant damage on attacking.
Stormsurge. This creature can move an extra 70ft in a straight line as a bonus action, dealing 7 (4d8) Lightning damage to all creatures in the way.
Blade of Celestial Light. Melee Weapon Attack: +13 to hit, reach 15 ft. cone, All target. Hit: 3 (3d14 +32) Radiant damage. All creatures hit by this are pushed back 15ft.
Skypiercing Solarbeam. Ranged Weapon Attack: +20 to hit, range 10 to 100 ft., 1 target. Hit: 6 (3d16 + 57) Radiant damage.
Cosmic Wave. Ranged Attack: +5 to hit, range 50ft line, AoE. Hit: 6 (5d6+ 30) Radiant damage. The first creature this move hits is also considered Prone. Creatures hit by this must roll a DC 25 Constitution saving throw, and receive halved damage on a success.
Counter. When this creature is hit by a melee attack, the attacker takes 4 (5d8) Bludgeoning damage.
Legendary actions may be used as a bonus action, twice..
Spellbind (Costs 0 Actions). Choose one creature in this creature's line of sight. That creature cannot use spells for 2 Rounds.
Nimble (Costs 0 Actions). This creature gains one extra action this turn.
Mythic actions are charged for the amount of actions they use, and can only be used once.
Divine Smackdown (Costs 4 Actions). This creature raises their left arm to the sky, before slicing it down. All creatures within a 100ft radius take 8 (6d10 + 55) Radiant damage and become prone for 2 rounds.
Cosmic Obliteration (Costs 7 Actions). This creature summons 6 large pentagrams behind them, before chanting an ancient dialect. All creatures in this creature's line of sight must roll a DC 35 Wisdom saving throw, receiving 9 (8d10) damage on a failed roll and no damage on a success.
Description
Enter a general description for your monster here.
Lair and Lair Actions
A large throne room, coated with chains and bloody skulls. Three large turrets dress the giant, diamond-crusted throne. A 30ft tall door of enchanted mithril blockades the party inside. 5ft wide chandeliers adorn the celling, hanging precariously above the crimson rug.
Lair Actions
On initiative count 3 (losing initiative ties), Alekxa takes a lair action to cause one of the following effects; She can’t use the same effect two rounds in a row:
- Alekxa orders her turrets to fire, dealing 5 (6d6) damage to 3 party members of her choice.
- Alekxa flies into the air, before grabbing a chandelier and launching it at a party member. Said party member must take a DC 30 Dexterity (Acrobatics) saving throw, and is knocked Unconscious for 3 rounds on a failed roll.
Regional Effects
The region containing Alekxa's lair is firing hails of explosions, which creates one or more of the following effects:
- Every 2 minutes, 10 random 5 mile wide hexagons are bombarded. Any creature atop one of these immediately recieves 20 (7d20 + 1706) Fire damage.
If Alekxa dies, these effects stop near immediately.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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1/28/2021 9:29:54 AM
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16
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2
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Coming Soon
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