Resistances. Resistances to magic attacks (+5) and to magic damage (half damage).
Languages. common, under common, infernal.
Abilities. Has the ability to see through magics, true sight.
Grapple. Can grapple one creature within range as an action (He can then use pull).
Chains (two handed) Melee Attack. Attack: +7 to hit, reach 5/20 ft., 1 target. Hit: 2+(2d4) damage.
spell casting. He can use a spell from his weapon spell slots as an action.
Pull. If he succeeds on a grapple, he can then pull himself to the creature as a bonus action, and deal 2+(1d10) damage.
whip. As a bonus action, he can use one of his chains to whip a creature within range. attack: +7 to hit, reach 5/20 ft., 1 target. Hit: 1+(1d4) damage.
Reaction Name. Enter the description for your action.
This creature can take 3 legendary actions, choosing from the options below. only one legendary action can be used at a time, and only at the end of another creature's turn. the creature regains spent legendary actions at the start of it's turn.
Chains (two handed) Melee Attack. Attack: +7 to hit, reach 5/20 ft., 1 target. Hit: 2+(2d4) damage.
spell casting. He can use a spell from his weapon spell slots as a legendary action.
super spell casting (costs 2 actions). He can use a spell from his weapon spell slots up to 3 levels higher as a 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
Weapon - Magic chains:
This magic weapon can steal and house a single spell inside of it as part of it's attack.
Spellthief. If the user of this weapon hits an opponent with a successful attack, he can gain the potential to learn and cast a specific known spell from his target. He can only use the spell he learned one time, unless he chooses to steal the spell again from the target. He must use the target stats for the spell.
Proficiency with a whip (chains) allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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.