Legendary Resistance (3/day): If Atyr should fail a saving throw, it may choose to succeed instead.
Spellcasting. Atyr is a 20th level spellcaster. Its spellcasting ability is INT (spell save DC 18, +10 to hit with spell attacks). Atyr has the following spells prepared:
3rd level (5 slots): Fear
Multi Attack: Atyr makes 2 attacks, 1 with its fists and 1 with its bolt
Fists: Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: 4d8+8 fire damage.
Primal Bolt: RangedWeapon Attack: +8 to hit, range 200 ft., all targets in 10 ft wide line. Hit: 3d6+8 fire damage and 3d6+8 acid damage.
Atyr may make 3 legendary actions but only 1 per turn. It regains 1 action at the end of its turn.
Primal Horror (Costs 2 Action): Atyr casts the spell Weird
Primal Shriek (Costs 1 Action): Atyr lets out an ear splitting shriek. All creatures within 60 ft must make a DC 18 CHA saving throw. On a fail, they are frightened until the end of their next turn.
Primal Rage (Costs 1 Action): Atyrs body surges with energy. It has advantage on all attacks made this turn and any spells cast that use damage dice gain an extra dice.
The Beast Inside: Atyr whispers inside the heads of all nearby creatures. They must succeed a DC 18 CHA saving throw or suffer the following effects:
- The creatures cannot speak, read or write for 1 minute.
- The creatures cannot use any weapons or magic that they have access to
- The creatures have disadvantage on any saves made against being frightened
- The creatures grow fur, claws and spines, gaining +1 bonus to their AC and their unarmed strikes now use a d4 for damage.
- The creatures cannot regain hit points by any means.
- After 1 minute has passed, the creatures must again make a DC 18 CHA saving throw or continue to suffer the effects.
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.
Comments