Magic Weapons. The Ethereal Warden's weapon attacks are magical.
Spellcasting. The Ethereal Warden is a 4th-level spellcaster. Its spellcasting ability is Dexterity (spell save DC #, +# to hit with spell attacks). The Ethereal Warden has following spells prepared:
Cantrips (at will): Sacred Flame, True Strike
1st level (3 slots): Bless, Command, Armor of Agathys 2nd level (1 slot) Moonbeam
True Sword: The Ethereal Warden takes two actions, the first to cast True Strike, and the second to take a Warden Blade attack.
Warden Blade. Melee Weapon Attack: +19 to hit, reach 5 ft., 1 target. Hit: 20 (2d10 + 10) Slashing damage.
Orb Laser. Ranged Weapon Attack: +19 to hit, range 120/600 ft., 3 target. Hit: 10 (1d10 + 5) Radiant damage.
Warping. The Ethereal Warden can use a bonus action to warp up to 200ft while in combat, or a unlimited number of feet while outside of combat.
The Ethereal Warden has 3 legendary actions, which it can take on the end of any other turn in combat, besides its. Legendary Actions are replenished at the start of the Ethereal Warden's turn.
Blast (Costs 1 Action). The Ethereal Warden takes a action to cast a cantrip, with advantage, to a creature within range.
The Ethereal Warden has 3 mythic actions, that it can use at the start of every turn (excluding its) to take a mythic action. Mythic actions are replenished at the start of its turn. If the battle has been going on for at least 100 rounds, The Ethereal Warden has 6 mythic actions, instead of three.
Warden's Insight (Costs 2 Actions). The Ethereal Warden takes a True Strike action, and attack rolls against it have disadvantage until the start of the Ethereal Warden's turn.
Warden's Shot (Costs 1 action) The Ethereal Warden takes a action, with disadvantage on the Ethereal Warden's attack roll, and the Ethereal Warden has disadvantage on saving throws, until its turn.
Imprisonment (Costs 6 actions). The Ethereal Warden chooses a single creature, of any size, and sends it into the abyssal plane of the Abyssal Dragon. (Check TiamatsWarrior's version not mine, as this homebrew relates to its lore.)
Description
A glowing, Humanoid being, with large wings of yellow feathers, wielding a Shining Longsword, and orbs of light surround its feet, with a Larger orb hovering behind its head.
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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