Spellcasting. The [Black Beast of Aaargh!] is a 18-level spellcaster. Its spellcasting ability is [Strength score] (spell save DC 24, +12 to hit with spell attacks). The [Black Beast] has the following spells prepared:
Cantrips (at will): Eldritch Blast, Green-Flame Blade
1st level (5 slots): Disguise self, Invisibility, Cause fear, Ray of Sickness, Zephyr Strike
2nd level (4 slots): Shadow Blade, Blindness/Deafness, Blur, Acid Arrow
3rd level (2 slots): Bestow Curse, Revivify
4th level (7 slots): Evard's Black Tentacle, Hallucinatory Terrain, Ice Storm, Greater Invisibility, Phantasmal Killer, Wall of Fire, Confusion
5th level (3 slots): Flame Strike, Reincarnate, Telekenisis
6th level (2 slots): Bones of Earth, Circle of Death
7th level (2 slots): Fire Storm, Mordenkainen's Sword
8th level (3 slots): Clone, Feeblemind, Incendiary Cloud
9th level (4 slots) Meteor swarm, Ravenous Void, Stop Time, Weird
Bite. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the Black Beast of Aaargh! can’t bite another target.
Tail. Melee Weapon Attack: +19 to hit, reach 20ft., one target. Hit: 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.
Teleport (Costs 2 Actions). The Black Beast magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Chomp (Costs 2 Actions). The Black Beast makes one bite attack or uses its Swallow.
Cantrip. The Black Beast casts a cantrip.
Heal Self (Costs 3 Actions). The Black Beast magically regains 11 (12d8 + 10) hit points.
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
Goofy looking, just like in the movie.
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.