Special Trait Name. Enter the description for your special trait.
Spellcasting. Noke is a 7th level spellcaster. His spellcasting
ability is Intelligence (spell save DC 14, spell attacks +6 to hit).
He has the following spells prepared:
Cantrips (at will): Ray of Frost, Mending, Prestidigitation, Message.
First level (four slots): Expeditious Retreat, Jump, Thunderwave.
Second level (three slots): Enlarge/Reduce, Levitate.
Third level (three slots): Haste, Slow.
Fourth level (one slot): Polymorph.
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (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
Noke once hero-worshipped Shinebright and served as his apprentice for many years. However, as time dragged on and on there was never any change in their relationship.
Decades passed and still the master transmuter treated him like a child, expected to cook, clean and recite answers by rote. When Noke pressed him on it, Shinebright would explain that his was how he had been taught, and didn’t seem to register Noke’s claims that, as a human, he couldn’t spare a century to serve out an apprenticeship.
At the same time, Noke began to realise that much of Shinebright’s acclaim came not from his own abilities - extensive as they were - but from the Wand of True Polymorph
he wielded.
Eventually he cracked, and turned on his former master before setting himself up as a master wizard. However, a combination of guilt and suddenly unstoppered ambition spelled bad news for his mental state.
He is paranoid that someone will attack him as he attacked Shinebright and rarely sleeps. This paranoia has led him to invest in a troop of guards, many of whom he has transmuted into stronger, more bestial forms.
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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