Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a 3rd-level spellcaster. Its spellcasting ability is [Wisdom] (spell save DC 14, +6 to hit with spell attacks). The [Cupid] has following [Bard and Cleric] spells prepared:
Cantrips (at will): [Friends], [Light]
1st level (4/day): [Charm Person], [Command], [ Shield of Faith]
2nd Level (2/day) [Calm Emotions], [Blindness/Deafness]
Multiaction. The Cupid can take two actions per turn. Cast one spell and make one attack or make two attacks.
Whip of Love. Melee Weapon Attack: +7 to hit, reach 10 ft., 1 target. Hit: 6 (1d4 + 4) [slashing] damage. When a creature is successfully hit with this weapon Cupid can choose to have the damage and force the target to make a DC 15 Wisdom save. On a failed save the target falls in love with a creature of Cupid's choice. This causes the target to become Charmed and can't target the creature they are in love with. The creature can make a save at the end of every turn for 1 minute at the end of the minute, if the creature doesn't save, the effects become permanent and can only be reversed by Wish or a powerful magical artifact/item. If the creature succeeds their first save they are immune to the effect for 24 hours.
Shortbow of Love. Ranged Weapon Attack: +7 to hit, range 80/320 ft., 1 target. Hit: 7 (1d6 + 4) [piercing] damage. When a creature is successfully hit with this weapon Cupid can choose to have the damage and force the target to make a DC 15 Wisdom save. On a failed save the target falls in love with a creature of Cupid's choice. This causes the target to become Charmed and can't target the creature they are in love with. The creature can make a save at the end of every turn for 1 minute at the end of the minute, if the creature doesn't save, the effects become permanent and can only be reversed by Wish or a powerful magical artifact/item. If the creature succeeds their first save they are immune to the effect for 24 hours.
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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