Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 14, +6 to hit with spell attacks). The Raging Mage has following spells prepared:
Cantrips (at will): mage hand, minor illusion, fire bolt
1st level (3 slots): hellish rebuke, silent image
2nd level (3 slots): misty step, invisibility, spider climb
3rd level (2 slots): Major image
Multiattack. The Rage Mage makes three attacks: one with its snakes, one with its slam, and one to cast a spell.
Slam. Melee Weapon: Attack: [roll]1d20+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d10, 2{1d10}.expand()))+4[/roll]
Snakes. Melee Weapon: Attack: [roll]1d20+4[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d2, 2{1d2}.expand()))[/roll] The target is grappled (escape DC 12). Until this grapple ends, the Rage mage can’t use its snakes on another target.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
Lair and Lair Actions
• A single miscellaneous object in the room springs to life to serve the Rage Mage, moving to attack the nearest creature upon its creation. This spell works like Animate Objects except the object is small and requires no instruction. Roll 1d6, on a 1 the object attacks the Rage Mage instead. Attack: [roll]1d20+6[/roll] Damage: [roll](if([roll:-1:critical], =0, 1d8, 2{1d8}.expand()))+2[/roll]
• A crevice or hole opens up in the tower floor, ceiling, or wall. A hole constructed underneath a creature causes it to fall to the next floor unless it succeeds on a DC 12 dexterity saving throw, taking 1d8 bludgeoning damage and falling prone on a failed save. The hole remains open until initiative count 20 on the next round.







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