Special Trait Name. Fiery grip
Spellcasting. The [Azimagu] is a 9-level spellcaster. Its spellcasting ability is [20] (spell save DC 20, +10 to hit with spell attacks). The [Azimagu] has following [Warlock and wizard] spells prepared:
Cantrips (at will): [Eldritch Blast], [Prestigitation]
3rd, 5th and 7th level (10 7th level slots): [Fireball], [counterspell] [Force cage]
Action Name. Claws of undeath, Bones of piercing
Action Melee Attack. Claws of undeath: +5 to hit, reach 10 ft., 4 target. Hit: 10 (10d6 + 5) [necrotic] damage.
Action Ranged Attack. Bones of piercing: +10 to hit, range 10/100 ft., 2 target. Hit: 15 (10d4 + 20) [piercing] damage.
They can do 1 of 2 things
- They can screech. The sound will be so powerful that it summons the energy of 7d4 force damage.
- They can fling themselves 20ft away with a non-damage screech but it still does 2d4 force damage and pushes the players 10ft back.
Reaction Name. When entering the room any lights go out.
When a player tries to attack, it casts shield that gives it 50 more AC unless they are being stealthy.
When a player casts a spell the Azimagu casts counterspell
Can transform into a swarm of insects that when around players deal 3d6 poison damage.
Legendary Action Name (Costs 2 Actions). The swarm of insects can fly up to 100ft and deal 3d6 poison damage every turn. It shall transform back in 5 turns.
The slime that surrounds the creature was enchanted to be able to leech the intelligence of any creature after being launched from the tentacles of the creature.
Mythic Action Name (Costs 2 Actions). After being launched, whatever it hits has its intelligence is drained for 3 per turn and anytime they do anything like a bonus action or reaction they take 2d6 acid damage.
Description
A skeleton of a consumed creature of old, it takes form in the coffin until it is opened. 10 tentacles curled from the limbs of this creature. They moved around creepily, moving outside the tomb, until they are all outside. The dark holes where the eyes were before disintegrating, slowly start to glow blue. They suddenly arise from the sarcophagus in an instant. They slowly move away and they stand in front of the coffin. With a screech so powerful, they become hostile and attack. They can climb along the walls and ceilings with their suction cups. Any magic it casts can't be dispelled. When defeated, a small blob of slime drops to the floor and mutates into a tentacles swarm, finding a new skeleton to host. (Does not get any benefits from the race it inhabits).
Lair and Lair Actions
A dark and gloomy room, with few torches dimly lighting the room. A coffin, of black stone, in the center of the room
Lair Actions
On initiative count 10 (losing initiative ties), the [Azimagu] takes a lair action to cause one of the following effects; the [Azimagu] can’t use the same effect two rounds in a row:
- They heal to half of all damage taken to them
- The Azimagu can hex the player with the most strength to do 1d20 additional necrotic damage without concentration and they have to roll a DC spell save of 17 with their weakest stat.
Regional Effects
The region containing a legendary [Azimagu]’s lair is [left without a master it is cursed], which creates one or more of the following effects:
- Over a 100ft area, the players get half AC for 10 days and half health for 5 days
- In a 200ft area, the creature in that area does 1d12 fire damage per hour
If the [Azimagu] dies, these effects fade over the course of 5d10 days.
Previous Versions
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2/6/2022 10:07:29 PM
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Coming Soon
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