Special Trait Name. Enter the description for your special trait.
Spellcasting. The [Astral Stalker] is a 18-level spellcaster. Its spellcasting ability is [+4] (spell save DC 12, + 17 to hit with spell attacks). The Astral Stalker has following [class name] spells prepared:
Cantrips (at will): [Fire Bolt,
1st level (3 slots): [Teleportation}
Action Name. Strike
Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 10 ft., target. Hit: (2d10 + 3) Slashing damage.
Action Ranged Attack. Attack: +4 to hit, range 60/100 ft., target. Hit: (3d10 + 5) [Psychic] damage. This attack allows it to detect thoughts on whoever you hit.
As a bonus action it can teleport any where in 10ft.
Insanity- It can make anyone it has attacked last or this round attack anyone of a similar alignment they stay insane for 6 minutes.
Reaction Name. It can fear anything of an opposite alignment, It can also attack that does 3d6 +2 psychic damage.
Free Action
Teleportation-It can Teleport anywhere in a 10ft radius.
Insanity- It can make anyone it has attacked last or this round attack anyone of a similar alignment they stay insane for 6 minutes.
Fear- Can fear Anyone in a 10ft radius.
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
It is a gangly creature that is bent down long arms with sharp claws, purple skin and no eyes of nose just a mouth. It has a circular head and ribs almost showing, it has blunted white teeth. It doesn't eat, or sleep. It towers over humans, but they don't exist in this plane but can enter it through a ritual. They can take over peoples mind. It is said that they were once a civilization, but most of them were wiped out. Now they are solitary roaming the astral plane, but if you see one your end is near. It is said that they can make you insane.
Weight- 1080kg/ 2380lbs
Height- 33ft
Movement- 25ft
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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