Special Trait Name. Enter the description for your special trait.
Spellcasting. Urthur is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). The Urthur has the following Oathbreaker Paladin spells prepared:
1st level (3 slots): Hellish Rebuke, Inflict wounds
2nd level (3 Slots): Darkness, Crown of Madness
3rd Level (3 Slots): Dispell Magic, Spirit Shroud,
Firbolg Magic: Urthur can cast detect magic and disguise self with this trait, using Wisdom as your spellcasting ability for them. Once you cast either spell, you can’t cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Urthur can make two attacks with his halberd or ranged weapon every time he takes the Attack action on his turn.
Acheron Halaberd Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 19 (2d12 + 7) slashing damage. Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the frightened condition.
Dark Blessing. While holding the Halberd, you can use an action to give yourself 2d4 + 8 temporary hit points. This property can’t be used again until the next dusk.
Heavy Crossbow RangedWeapon Attack: +6 to hit, range 100/400 ft., 1 target. Hit: 16 (2d10 + 5) piercing damage.
As a bonus action, Urthur can magically turn invisible until the start of his next turn or until he attacks, makes a damage roll, or forces someone to make a saving throw. This trait recharges at the start of his turn if a 5 or 6 is rolled on a d6.
Sentinel: When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
Bestowed great power by his dark god Urthur has 2 legendary actions. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Urthur regains spent legendary actions at the start of her turn.
Unearthly Resitance: (2/Day). If Uthur fails a saving throw, he can choose to succeed instead.
Step Into Shadows (1 Action): If Urthur is 10 feet away from a dimly lit or shadowy area he can move back and appear in another shadow within 60 feet.
Deal with the Devil (1 Action): Cyris has granted Urthur the ability to reach out with the shadows and drag people in. The shadowy tentacle can target one creature and attempt to make a contested athletics check to drag its target into the shadows and restrain them. 15 ft reach, 1d6 damage on a successful grapple. 1d6 of damage as the target is restrained at the start of their turn. They can make a strength check at the end of their turn to try and break out DC 18.
Unearthly Attacks (2 Actions): Uthur can take the attack 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
The undead and empowered visage of Urthur, who was slain by his best friend and right hand, Kayman who was exiled shortly after. Before he could be properly buried in the proper way of Illanis the body was swept away by Cyris, the Prince of Lies. Cyris seeing Kayman's betrayl filled the passing soul of Urthur with whispers and lies of how not only Kayman, his best friend betrayed and ied to him but his entire Clan had conspired to bring about demise. Cyris offered Urthur a chance at a new life, a chance for revenge as his paladin. Urthur in the confused by this new reality of his betrayal and dismayed accepted the deal not fully knowing what he was agreeing to. Now the once peacful fibolg has risen in a ghastly undead form with new powers and strengths unable to fully control himself on a quest for revenge and to convert his family. Illanis watches in horror as this terible display unfolds and seeks any help to save who was once one of her favorite sons.
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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