Special Trait Name. Enter the description for your special trait.
Spellcasting. Bhrasht Naarad is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC #, +# to hit with spell attacks). The Bhrasht Naarad has following Sorcerer spells prepared:
Cantrips (at will): Mold Earth, Shape Water, Ture Strike
1st level (at will): Witch Bolt, Tasha's Caustic Brew
2nd level ( 5 slots): Mind Spike, Warding Wind, Tasha's Mind Whip
3rd level (3 slots): Thunder Step, Melf's Minute Meteors
Spell Casting
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Most actions for Naarad are based on manipulation of the world around it. It will use pure will to bend the Prime material plane to its whims.
Lute of Dispair (Costs 1 Action). Naarad floats into a cross-legged position and begins to play the lute. Every creature that can hear it has to make a DC10 Cha saving throw or be charmed for a minute. While under it's charm, the creature sees images of death, famine, plague, and everything bad injected into the world around them. If they rolled a 5 or below on their save, they are fixated on these images and take 2d6 psychic damage.
World Mold (Costs 2 Actions). Naarad raises it's hands and a large crack can be heard from underneath. All terrain in a 50ft area bends to it's image. It can choose what areas creatures cannot go and what areas are difficult terrain. These changes also apply to it.
Each of the corrupted gods turns to a feral state after its godly "layer" has been ripped away. Along with the godly "layer" what they hold back goes too. The god is no longer worried about honor, good, evil, it's only goal is to rip its assailants to shreds before killing itself.
Orchestra of Hell (Costs 3 Actions). 17 arms sprout, from the back of this shriveled humpback monstrosity, holding various different instruments. They all begin to play a melody of madness and chaos. Any creature that can hear the song takes 2d6 psychic damage on Naarad's turn or when the music starts playing. The music also causes the weather patterns to change. Roll a d4 to determine what happens:
- Wind and rain pickup to dangerous levels causing any item not strapped down to go flying. Movement speed is halved for all but Naarad.
- Clouds brew overhead causing lightning to strike at alarming rates. Any character wearing metal armor must make a DC10 Con save at the beginning of their turn or be struck by lightning dealing 2d8 lightning damage
- All clouds depart from the sky to leave the unrelenting sun alone. Players wearing heave armor gain a level of exhaustion at the beginning of each turn
- a thick layer of fog covers the area. Dexterity saving throws and anything based on sight has disadvantage.
This lasts for 5 minutes. Naarad is unaffected by the conditions.
Description
Godly: A tall, slender man who wears baggy pants and a red vest. He has a small goatee and no hair. He carries a large lute around with him. He gives off an air of power and influence.
Feral: A hunched-over figure with a long back with a prominent spine. Long, bony limbs replace the arms and legs. The face becomes a horrible mess not recognizable as anything that has ever existed. Worts, holes, and other blemishes cover it's body making it hard to look at without puking.
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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