Trained caster. Can attack twice with a spell
Spellcasting. 11-level spellcaster. Its spellcasting ability is [intelligence] (spell save DC 15, +5 to hit with spell attacks). spells prepared:
Cantrips (at will): [frostbite], [ray of frost], [toll the dead]
1st level (5 slots): [hellish rebuke], [bane], [hex], [inflict wounds]
2nd level (5 slots): [acid arrow], [crown of madness], [detect thoughts], [ray of enfeeblement]
3rd level (4 slots): [animate dead], [lighting bolt], [vampiric touch]
4th level (3 slots): [black tentacles], [death ward], [stoneskin]
5th level (2 slots): [Antilife shell], [danse macabre]
Rapier. +7 to hit, reach 5 ft. (1d8 + 4) [piercing] damage.
Restore anger: the arch arcanist can use their bonus action to cast a hand made spell that causes the opponent to go into blind rage, wisdom save dc 12
Opportunity attack (can use spells)
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
A hooded figure that wears a metal mask covered in magical runes
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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