Your pact weapon can be your spellcasting focus, gains a +1 bonus to its attack and damage rolls (unless it already has a magic bonus), and can be a shortbow, longbow, light crossbow, or heavy crossbow.
Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn.
You can attack with your pact weapon twice whenever you take the Attack action on your turn.
When you hit a creature with your pact weapon, the creature takes +5 extra necrotic damage.
You can cast animate dead without using a spell slot. Once you do so, you can’t cast it in this way again until you finish a long rest.
Grave Touched
Once per turn when you hit with an attack roll and deal damage, you can replace the damage with necrotic damage. While in your Form of Dread, this trait deals one additional damage die of necrotic damage.
You have resistance to necrotic damage and while you’re transformed using Form of Dread, you are immune to necrotic damage.
In addition, if you are reduced to 0 HP, you can use your reaction to drop to 1 HP instead and deal necrotic damage to each creature within 30 ft. of you equal to 2d10+17.
Spellcasting. Basil is a 17-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Basil has following Warlock spells prepared:
Cantrips (at will): Booming Blade, Eldritch Blast, Friends, Light, Mage Hand
4 pact slots: Armor of Agythys, Danse Macabre, Dimension Door, Greater Invisibility, Hold Monster, Hold Person, Magic Circle, Major Image, Negative Energy Flood, Phantasmal Force, Ray of Enfeeblement, Sickening Radiance, Teleportation Circle, Wall of Light
1 time per long rest: Soul Cage, Finger of Death, Feeblemind, True Polymorph
Basil cam make 3 glaive attacks
Glaive Melee Weapon Attack: +12 to hit, reach 10 ft., Hit: # (1d10 + 6) slashing damage.
Once per long rest as an action, touch a creature and restore 17 hit points.
Radiant Soul
Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 17 in additional radiant damage to one target.
As an action, your spirit can leave your body for 1 hour or until your concentration is broken. The body you leave behind is unconscious and in a state of suspended animation. While projecting your spirit:
- Your spirit and body are resistant to bludgeoning, piercing, and slashing damage.
- You can cast spells from either conjuration or necromancy schools of magic without needing verbal, somatic, or material components that lack a gold cost.
- You have a flying speed equal to your walking speed and can hover. You can also go through objects and creatures as if it's difficult terrain, taking 1d10 force damage if you end your turn there.
- While in Form of Dread, once per turn after you deal necrotic damage, you regain HP equal to half of the damage dealt.
As a bonus action, you can transform to manifest an aspect of your patron’s dread. For 1 minute you gain the following benefits:
- You gain temp HP equal to 1d10+17.
- Once on each of your turns, if you hit a creature you can force it to make a Wisdom saving throw (DC 19). On a fail, it is frightened of you until the end of your next turn.
- You are immune to the frightened condition.
You can use this 6 per long rest.
3 legendary actions per round
Cast Eldritch Blast (2 actions)
Make Melee attack (1 action)
Use Form Of Dread (1 action)
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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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