Loyal guard. Often used as guards for important things. Immortal, but will go into a dormant state after a difficult battle.
Spellcasting. The White Ascended is a 7th level spellcaster. Its spellcasting ability is 12 (spell save DC 3, +5 to hit with spell attacks). The White Ascended has following Cleric spells prepared:
Cantrips (at will): Healing word, heal
3rd level (2 slots): healing spirit, Prayer of healing
Calming voice. The White Ascended sings a lovely song, letting the enemy's guard down.
Slam. Melee Attack: +3 to hit, reach 7 ft., 1 target. Hit: 3 (1d6 + 2) Physical damage.
Quick Slam. Ranged Melee Attack: +1 to hit, range 9/12 ft., 1 target. Hit: 1 (1d6 + 3) Physical damage.
Befriend. It hates being mistreated, but Treat it well enough, and they will be your guard dog.
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
Like a normal Ascended, but with a white body, black eyes, and no limestone hand. Very beautiful and smart. Often motherly, as if their friends are their children.
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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