almighty roar: causes all enemies to get the deafened and frightened
legendary resistance: if bulla fails a saving throw, it can choose to succeed instead
Spellcasting. magic armor(does the same as the magic armor that players get), volcanic eruption (a volcano made of both magic and real ground/magma, also causes a small earthquake) 35 magma damage, anything that doesnt have wings takes another 10 damage and gets the stunned condition, also is a custom spell for this monster. firebolt(does the same as the firebolt that players get)
Cantrips (at will): masters bidding (spawns 2-3 underlings around the field, has a shield and sword, but cant use magic, lasts till they get killed or bulla gets vanquished) 4 turn cooldown
Action Melee Attack. the demon kings axe swing: 30-45 to hit, reach 15 ft., 1-2 target. Hit: 30-45 (30d2 + 2) [slashing and bluegeoning] damage.
action melee attack. shield bash: 15 [bluegeoning] damage, stuns
Action Ranged Attack. (dragons magma breath) 30 to hit, range 40 ft., multiple target. Hit: # (30d3 + 2) [fire] damage.
Fire Breath (Recharge 5–6). The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
the cold affect: once hit by a cold spell, bullas movements become sluggish, and attack can get avoided easier
the demons awoken(Costs 50 hp). at the cost of health, its scores gets doubled, with also being able to use an extra cantrip, and extra physical attack, with its move radius getting trippled. once active, stronger and more capable underlings are able to spawn every 2 turns, with all of the underlings changing to these stronger forms too. this lasts for 5 turns, with almost everything going back to normal, except for the damage inflicted and received, and some underlings staying buffed
detect: bulla can make a wisdom check
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
this is a big chonker, idk what to put 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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