The Beginning of the End. At the beginning of each of the aspects turn the aspect rolls a d8 and heals that amount
Spellcasting. The [Aspect of The Beginning] is a 9th-level spellcaster. Its spellcasting ability is [+10] (spell save DC 14, +4 to hit with spell attacks). The [Aspect of The Beginning] has following [Wizard], [Sorcerer] spells prepared:
Cantrips (at will): [Ray of Frost], [Thunderclap]
7th level (4 slots): [Finger of Death], [Power Word Pain], [Crown of Stars], [Dream of the Blue Veil]
8th level (2 slots): [Maddening Darkness], [Power Word Stun], [Feeblemind], [Abi-Dalzim’s Horrid Wilting]
9th level (2 slots): [Foresight], [Time Stop], [Power word Kill], [Psychic Scream]
Celestial Swing. Celestial Swing: +6 to hit, reach 30 ft., 1 target. Hit: 1 (1d12 + 5) [slashing] damage.
Temporal Blast. Temporal Blast: +4 to hit, range 30/60 ft., 3 target. Hit: 1 (1d12 + 4) [Force] damage.
Halbert of the End. Halbert of the End: +4 to hit, range 30 ft., 3 target. Hit: 1 (2d12 + 10) [Necrotic] damage.
As a bonus action this creature The aspect of the beginning can choose two creatures within 40ft and make them roll WIS saving throws (DC 14) and on a fail those creatures are now aging forward and on the start of their turn must pass the wisdom save or take 2d6 of physic damage
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
The End is Near (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
A large hulking Knight in heavy White and Gold Armor, He stands around 15 ft tall and have wings that have an overall wingspan of 20 ft. There are large runic clockwork symbols on the shoulder blades of his armor and the time around him seems to distort (Things age rapidly and die). The face of this creature is every shifting sand, never keeping a consistent form and always changing.
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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