Magic Resistance. Adramo has advantage on saving throws against spells and other magical effects.
Multiple Reactions. Adramo can take two reactions per round.
Spellcasting. Adramo is an 18th level spellcaster. His spellcasting ability is Wisdom (spell save DC 21, +12 to hit with spell attacks). Adramo can innately cast the following spells, requiring no material components:
At will: Eldritch Blast, Toll the Dead
3/day each: Counterspell, Summon Shadowspawn, Darkness
1/day each: Maddening Darkness, Plane Shift
Multiattack. Adramo makes two attacks with All Black, Symbiote Tendril Spear, or cast a spell.
All Black. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) slashing damage plus 27 (6d8) necrotic damage.
Symbiote Tendril Spear. Ranged Weapon Attack: +13 to hit, range 150/300 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 27 (6d8) necrotic damage. The target creature must succeed on a DC 19 strength saving throw or become grappled.
Flight. Adramo can manifest a pair of demonic-like wings that allow him to fly and hover.
Void Step. If Adramo is the target of an attack or is in the area of effect of an attack, he can fade into the shadows. Adramo teleports up to 60 feet to an unoccupied space he can see. This feature can only be used once per round.
Adramo can take two legendary actions, choosing from the list below. He regains spent legendary actions at the start of his turn.
Dark Energy Manipulation. Adramo emits magical energy. Each creature of his choice within a 30 foot radius must make a DC 23 Constitution saving throw, taking 28 (8d6) necrotic damage on a failed save, or half as much on a successful save.
Regenerative Healing Factor. Adramo makes two attacks with All Black. On a hit, Adramo heals himself equal to the damage done.
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
Adramo is a malevolent deity who is locked in the Abyss. However, he’s the manifestation of primordial darkness. His sister, Adrame, is the manifestation of primordial light. For eons, the siblings held a truce that she would never impose light into his darkness and he would never destroy her light. This truce was broken when Adrame began creating the Celestials, or the modern day deities. This created a strong light that Adramo couldn’t escape. Adramo retaliated by creating a sword of living darkness, All Black, from his newly cast shadow. He used this sword to decapitate one of Adrame’s creations. Filled with fury, Adrame, along with the Celestials, created the Abyss and locked him in there, but kept All Black in a secure space. Adramo uses the head of the celestial as a forge to build his army of demons in hopes of usurping his sister so that his kingdom of darkness can reign again.
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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