Storm Aura. Any creature that enters or begins their turn within 10 ft of the Avatar or any of the Stormlings must make a DC 14 Dexterity Saving Throw or take 1d6 lightning damage and gain a charge counter.
Discharge. Whenever the Avatar hits a target with a Lightning Strike or Chain Lightning attack, if the target has a charge counter they take 1D8 lightning damage per charge counter and then remove all charge counters.
Chaotic Form. The flickering and ever shifting form of the Avatar of Vengeance makes it impossible to hit a weak point without magical assistance. Creatures can't gain advantage against the Avatar through mundane means.
Action Name. Enter the description for your action.
Lightning Strike. Melee Weapon Attack: +12 to hit, reach # ft., # target. Hit: # (1d8 + 5) [damage type] damage.
Chain Lightning. The Avatar brings lightning down striking all targets that have a charge counter within a 60' radius.
Static Field. (Recharge 5-6) The Avatar releases a burst of static energy that expands out in a 40 ft radius every creature within the radius must make a Dexterity Saving throw DC 14 or gain 4 charges.
Ethereal Step. As a bonus action the Avatar can step into the ethereal plane. At the beginning of their next turn they may reappear within 10 ft of the point they vanished from.
The Avatar of Vengeance has the following Legendary Action it may use once per round.
Swarmers. The Avatar can summon 1d4 Swarmers which appear within 10 ft of the Avatars target. They each have 20 HP and otherwise have the same statistics as the Avatar of Vengeance except they may only make 1 lightning strike attack or use static field. When a Swarmer dies they burst dealing 1d6 to any target within 10' feet and giving them a charge counter.
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 powerful spirit of the Storm once bound to the soul of Jager Deed as part of a curse on his soul.
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