Legendary Resistance (3/day). If the World Ender fails a Saving Throw, it can choose to succeed instead
Magic Resistance. The World Ender has Advantage on Saving Throws against spells and other magical effects
Natural Desecration. An unnatural aura of death and decay eminates from the World Ender. Each Beast or Plant that starts it's turn within 120 feet of the World Ender must succeed on a DC 22 Constituion Saving Throw or take 15 (3d6+5) necrotic damage and gain a level of exhaustion.
Multiattack. The World Eater can make three attacks with it's moon Scythe
Moon Scythe. Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 22 (3d8 + 9) slashing damage.
Eye of the Void. The World Ender chooses a creature that it can see within 60 feet of itself. The creature must make a DC 22 Wisdom Saving Throw. on a failed sae, the creature takes Hit: 19 (3d8 + 6) Psychic damage. And behaves as though under the influence of the confusion spell for 1 minute. the creature can repeat the Saving Throw at the end of each of it's turns, ending the effect on a success
The World Ender 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. The world Ender regains spent legendary actions at the start of its turn
Moon Scythe. The World Ender makes a Moon Scythe attack.
Eye of the Void (Costs 2 Actions). The World Ender uses Eyes of the Void.
Obliterate (Cost 3 Actions). A beam of pure black energy shoots out from the tip of the Moon scythe. The World Ender chooses a target within 30 feet of itself. If the target is a creature, it must make a DC 22 Dexterity Saving Throw. on a failed save the target creature takes Hit: 75 (10d6 + 40) Force damage. the target is disintegrated if the damage leaves it with 0 hit points
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
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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