Innate spellcasting. Azuth may forgo one weapon attack and cast a spell instead.
Spellcasting. Azuth is a level 30 spellcaster. Its spellcasting ability is intelligence (spell save DC #, +# to hit with spell attacks). The [monster name] has following Wizard spells prepared:
Cantrips (at will): Encode Thoughts, Mind Sliver, Shocking Grasp, True Strike
1st level (4 slots): Cause Fear, Detect Magic, Magic Missile
2nd level (3 slots): Alter Self, Cloud of Daggers, Detect Thoughts
3rd level (3 slots): Dispel Magic, Fireball, Sending
4th level (3 slots): Banishment, Polymorph, Summon Greater Demon
5th level (3 slots): Geas, Modify Memory, Teleportation Circle
6th level (2 slots): Arcane Gate, Disintegrate, True Seeing
7th level (2 slots): Crown of Stars, Power Ride Pain, Whirlwind
8th level (1 slots): Dark Star, Incendiary Cloud
9th level (1 slots): True Polymorph, Wish
Multiattack. Azuth makes 3 attacks. 2 Spell attacks and 1 light crossbow or quarterstaff attack.
Quarterstaff. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 24 (7d6) Bludgeoning damage.
Light Crossbow. RangedWeapon Attack: +12 to hit, range 80/320 ft., 1 target. Hit: 28 (4d8 + 12) piercing damage.
Regenerate: On each turn, Azuth heals himself by 15 HP.
Reaction Name. Enter the description for your action.
Azuth gets 8 legendary actions.
Cantrip (Costs 1 Action). Azuth can cast two cantrips from his known list.
Magical Attack (Costs 1 Action). Azuth can cast one leveled spell from his known list.
Quarterstaff (Costs 2 Actions). Azuth can attack with his quarterstaff one time.
Heal (Costs 3 Actions). Recharge 4-6. Azuth can heal himself or others by 50 HP.
Recovery (Costs 8 Actions). Recharge 5-6. Azuth recovers all expended spell slots.
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
Azuth often appears as an elderly man with a long, white beard garbed in antique clothes and wielding a gem-topped staff
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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