Willful Aura. While Anuul is conscious, he grants all friendly creatures (including himself) within 10 ft. a +5 bonus to all saving throws.
Spellcasting. Anuul is a 3rd-level spellcaster. his spellcasting ability is charisma (spell save DC 17, +9 to hit with spell attacks). Anuul has following Paladin spells prepared:
Cantrips (at will): mage hand, prestidigitation, friends
1st level (5 slots): shield, charm person, command, compelled duel, hellish rebuke, inflict wounds, searing smite, shield of faith
2nd level (3 slots): crown of madness, darkness, lesser restoration, locate object
3rd level (2 slots): animate dead, bestow curse, dispel magic, revivify, spirit shroud
3 times a day: teleport. (At will): telekinesis
Multiattack. Anuul makes 2 Eviscerate attacks
Eviscerate. Melee Weapon Attack: +11 to hit, reach 5 ft., 1 target. Hit: 27 (3d8 + 12) [radiant] damage.
Reaper Throw. Ranged Weapon Attack: +9 to hit, range 30/60 ft., 1 target. Hit: 15 (3d8) [radiant] damage. The blade returns at the end of Anuul's turn. Any creature in a direct line between the target and Anuul when the blade returns must make a DC 14 Dexterity saving throw or take 15 (3d8) damage.
Dreadful Aspect. As an action, each creature of Anuul's choice that can see him within 30 ft. must make a Wisdom saving throw (DC 17). On failure, a target is frightened of Anuul for 1 minute. If it moves behind total cover from Anuul, it can attempt another saving throw.
Force of Will. Anuul has a pool of healing power that can restore 45 HP per long rest. As an action, Anuul can draw upon his sheer willpower and touch a creature to restore any number of HP remaining in the pool.
As a bonus action, Anuul can try to telekinetically shove one creature he can see within 30 feet of him. When he does so, the target must succeed on a Strength saving throw (DC 17) or be moved 15 feet toward him or away from him. A creature can willingly fail this save.
Duelist. When a creature Anuul can see hits a target, within 5 ft. of him (including himself) with an attack, he can use his reaction to reduce the damage the target takes by 1d10+4 (to a minimum of 0 damage). He must be wielding a shield or a simple or martial weapon to use this reaction.
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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