Devils Sight. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Summoner. Zalgor can take his action to summon 1 imp to his aid
Final Fire. If any creature is within 10 feet of Zalgor when he is killed they have to make a DC 14 dexterity Saving through and take 3d8 fire damage on a failed save, and half as much on a successful one
Spellcasting. Zalgor is a 5th-level Wizard.
Zalgor's spellcasting ability is Wisdom (spell save DC 12, +1 to hit with spell attacks). Zalgor has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, True Strike, Minor Illusion, Prestidigitation
1st level (4 slots): Burning Hands, Hideous Laughter, False Life, Expeditious Retreat.
2nd Level (3 Slots): Alter self, See Invisibility, Scorching Ray
3rd Level (2 Slots): Counterspell, Major Image
Action Melee Attack. Fire Blade Attack +3 to hit, reach 10 ft., 1 target. Hit: (3d8 + 4) Fire damage.
Shapeshift: Zalgor, as a bonus action, can cast the Alter Self spell. (it counts to his spell slots even as a bonus action.)
Invisible: Zalgor magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment Zalgor wears or carries is invisible with it.
Standard Opportunity attack
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
Zalgor is about 6'6 looming over his enemies. He has fiery red skin, and when he gets cut instead of blood spurting out Fire erupts from his wounds.
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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