Spellcasting. The Alandra is a 9th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, + charisma to hit with spell attacks). The Alandra has following Cleric spells prepared:
Cantrips (at will): Light
1st level (4 slots): Divine Favor, Shield of Faith
2nd level (3 slots): Lesser Restoration, Magic Weapon, Spiritual Weapon
3rd level (3 slots): Daylight, Magic Weapon, Spirit Guardians, Spiritual Weapon
4th level (3 slots): Freedom of Movement, Magic Weapon, Spiritual Guardian, Spiritual Weapon, Stoneskin
5th level (3 slots): Flame Strike, Hold Monster, Magic Weapon, Spirit Guardians, Spiritual Weapon
6th level (2 slots): Blade Barrier, Flame Strike, Heal, Hold Monster, Magic Weapon, Spirit Guardians, Spiritual Weapon
7th level (2 slots): Blade Barrier, Flame Strike, Heal, Hold Monster, Magic Weapon, Spirit Guardians, Spiritual Weapon, Fire Storm
8th level (1 slots): Blade Barrier, Flame Strike, Heal, Hold Monster, Magic Weapon, Spirit Guardians, Spiritual Weapon
9th level (1 slots): Blade Barrier, Flame Strike, Heal, Hold Monster, Magic Weapon, Spirit Guardians, Spiritual Weapon
Sword Attack Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 13 (1d8 + 5) slashing damage and 8 (2d6) fir damage.
Riposte.
When a creature misses you with a melee attack, you can use your reaction to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
Alandra can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alandra regains spent legendary actions at the start of its turn.
Flame slash. Alandra can make two sword attacks.
Divine fire. Alandra can cast flame strike.
Hell and Brimstone (Costs 2 Actions). Target creature within 5 ft. makes a wisdom saving throw. On fail the creature becomes frightened for 1 minute
Alandra becomes an eidolon of flame. (Alandra must under 50 hp to trigger)
Hell Hath No Fury (Costs 1 Actions). Alandra explodes outward and upward of hellish fire. Each creature in a 30 foot wide, and 120 foot tall cylinder, makes a dexterity saving throw. On fail each creature takes 14d6 or half as much on success.
Description
Enter a general description for your monster here.
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.
Previous Versions
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4/4/2022 3:41:41 PM
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Coming Soon
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