Innate Spellcasting. The Writer's innate spellcasting ability is CHA (spell save DC17, +9 to hit with spell attcks). It can innately cast spells, requiring no components.
Cantrips(at will): alter self, detect thoughts, hold person, spare the dying
1st level - 6 slots: bane, command, guiding bolt, cause fear, eldritch blast, arms of hadar, hex.
2nd level - 5 slots: mind spike, hold person, ray of enfeeblement, blindness/deafness[/spell], silence.
3rd level - 4 slots: enemies abound, counterspell, dispel magic, protection from energy, mass healing word, hypnotic pattern.
4th level - 4 slots: banishment, summon greater demon, freedom of movement, blight.
5th level - 2 slots: flame strike, mass cure wounds
6th level - 2 slots: harm, heal, circle of death.
Multiattack: The Writer makes three needle attacks.
Needle Fingers: Melee Weapon Attack. +10 to hit, reach 10ft., four targets. Hit: 21(3d10+5)piercing damage. In addition, the target must make a DC19 CON save; if it fails, the Writer can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.
Ability Damage (3/Day). When the target of the Writer's needle finger's fails its CON save, one of its ability scores(Writer's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least 1 point. Killing the Writer will return all ability scores to normal.
Imbalance Humors (3/day). When the target of the Writer's needle fingers attack fails its CON save, apply one of the following effects.
Sanguine Flux: The target cannot be healed -naturally or magically- until after their next long rest.
Choleric Flux: The target becomes confused(the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.
Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed(the spell) for 3d6 rounds. The target can repeat the saving throw at the end of each of it's turns to shrug off the flux before the duration ends.
Phlegmatic Flux: A successful DC18 CON save negates this effect. A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.
Siphon of Humors: As a reaction to taking damage, the Writer can use it's reaction to siphon off 1d10+15 hp from the tanks behind it to regain hit points.
The Writer on the Walls(Cambium) can take three legendary actions, choosing from the options below. They can only be taken at the end of another creature's turn.
Vortex Flare: The Writer can manipulate the swirling energy of the vortex around it to strike out at a target. The target must succeed on a DC16 DEX save or suffer 2d6 force damage.
Summon Thralls. The Writer can manipulate the distorted nature of Aglareb to pull creatures through time and space to fight as thralls on its behalf. Roll 1d4 to determine which type of creature it pull through. 1. 1 The Lost. 2. 4 Orcs. 3. Flame Dragon Wyrmling. 4. 3 Dark Servants.
Psychic Spear. Two creatures within range of the Writer must succeed on DC16 WIS saves or suffer 2d6 psychic damage.
1Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Lair and Lair Actions
The Lair of the twisted Cambium calling itself the 'Writer on the Walls' is a massive laboratory filled with ancient, desiccated corpses and eerie red light. At the center of the chamber is a hole that contains a portal to a twisted part of the Astral Sea, above which the Writer hovers, or is suspended by the numerous brass and arcane restraints that connect and wrap around it's cloaked figure.
Lair Actions
On initiative count 20 (losing initiative ties), the Writer on the Walls takes a lair action to cause one of the following effects; the Writer can’t use the same effect two rounds in a row:
- The Writer can use the energy of the vortex swirling around to force three creatures to make DC14 CON saving throws or be incapacitated for one round.
- The Writer can use the energy of the vortex to pull up to six creatures towards it. Targets must succeed on a DC16 CON saving throw or be pulled 20 feet towards the vortex. If they are pulled into it, they are thrown back thirty feet and must succeed on a DC14 DEX save or suffer 3d6 bludgeoning damage.
- The Writer scratches white and black runes into the air, enemy creatures within 30ft must succeed on a DC18 WIS save or roll 2d10 to be added to their Madness total, as well as roll a d100 to determine the temporary effects of madness they are now afflicted with.
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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