Battle Focus. If any creature he see does anything except attack him he will deal 1d6 points of fire damage.
Exuding Rage. Any attack with in 5 ft. of him has advantage even the enemy.
Infernal Anger. Any attack in a 30 ft. radius that has fire damage has advantage to hit.
Lock-on (3/day). When Wrath targets a creature he can instantly warp to the target.
Volley. Make 4 strike actions.
Strike. Melee Attack: + 10 to hit, reach 5 ft., Hit 10 (2d8+3) bludgeoning damage.
Ground Slam. Melee Attack: +10 to hit. Reach any target in a 10 ft. radius. Hit: 15 (4d8) force damage. Creature's in range must make a strength saving throw or be pushed back 5 ft.
Wrath Strike. Melee Attack: +8 to hit. Reach 5 ft. one target. Hit: 49 (7d12+7) bludgeoning, deals 15 (5d6) points of fire damage. (recharge 4-6)
Explosive Anger. Ranged Attack: +7 to hit. Reach 30 ft. one target. Hit: 10 (2d10) fire damage.
Enter the description for how bonus actions work for your monster here.
Ranged Wrath. When shoot at with a ranged weapon he can stop the attack, if it's a spell he takes half of what the damage would have been
Wrath has 3 legendary actions
Wrath's True Anger. cost 1 action to cast. Wrath can attack up to four different targets at four different positions.(ex one 10 ft. away to a target 60 ft. away) Each target get hit with a punch doing 18 (3d12) point of damage. Each takes 16 (4d6) points of fire damage.
Wrath's Flaming Vortex. Cost 2 actions to cast. Wrath summon's a vortex of fire from him out 60 ft. radius. dealing 32 (8d8) points of fire damage. Any creature caught in the vortex must succeed a dexterity saving throw of be sent flying out 30 ft. The Vortex last up to 2 rounds. (The vortex travel with Wrath if he moves)
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
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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