Grim Harvest (Special): Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
Spellcasting. Alric is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC19, +11 to hit with spell attacks). Alric has the following wizard spells prepared:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mind Sliver, Toll the Dead
1st level (4 slots): Disguise Self, Find Familiar (R), Magic Missle, Shield (At Will), Witch Bolt
2nd level (3 slots): Aganazzar's Scorcher, Misty Step (At Will), Suggestion, Web
3rd level (3 slots): Counterspell (At Will), Dispel Magic, Fireball, Lightning Bolt (At Will), Tidal Wave
4th level (3 slots): Fabricate, Fire Shield, Polymorph, Wall of Fire
5th level (3 slots): Scrying, Seeming, Synaptic Static
6th level (2 slots): Chain Lightning, Disintegrate
7th level (2 slots): Force Cage, Symbol, Teleport
8th level (1 slot): Incendiary Cloud
9th level (1 slot): Meteor Swarm
Command Undead. As an action, you can choose one undead that you can see within 60 ft. to make a CHA saving throw (DC 19). If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. If the target has an INT of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an INT of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Action Melee Attack. Staff: +8 to hit, reach 5 ft., 1 target. Hit: 7 (1d8 + 2) bludgeoning damage.
Spell Casting. See spell list.
Two Weapon Fighting
Spells. Misty Step
Spells. Shield, Counterspell
War Caster. Reaction can be used to make an opportunity attack to cast a spell that targets one creature and has a length of an action
Opportunity Attack. Melee Attack
At the end of another creatures turn, Alric can use one legendary action.
Alric has 3 legendary Actions per round.
Fireball (Costs 3 Actions). Can cast Fireball.
Sap Life (Costs 2 Actions). Choose one target you can see. They must make a DC20 Con save, or take 2d10 necrotic damage. Alric regains those number of hit points.
Magic Missile (Costs 1 Actions). Cast Magic Missile at one target.
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.
Comments