Teleportation. This being can disappear and reappear anywhere it can vision in its mind so long as it is conscious as a free action, or reaction.
Fiendish Blood. This being, instead of normal blood, had living hellfire, hot enough to burn even devils, running through his veins.
Telepathy. This being has the uncontrollable ability to read the thoughts of every being that can speak at least one language within a 100 mile radius of itself. It is immune to psychic damage.
Form. This being has four total forms, being half celestial and half devil. They are as follows:
Humanoid Form: Weakest of the four, height of 6'6" black and white hair, red eyes, black and red clothes. One wing Angellic, the other Demonic.
Devil Form: Second weakest, but much stronger. Height of over 10 feet, pure black hair and eyes, devil horns, a tail, and clothes of jet black. Demonic wings off his back. Alignment changes to Chaotic Evil.
Celestial Form: Second strongest of the four. Height of over 15 feet, pure white hair and eyes, a halo, and clothes of blinding white. Angellic wings off his back, alignment changes to Lawful Good
Hybrid Form: The strongest form he has access to. his form changes entirely to that of a biblically accurate angel corrupted by the evil of hell. Eyes cover his body, dozens of pairs of wings. He's over 20 feet tall. His alignment changes to True Neutral in this state.
Unarmed Strike. Fist: +15 to hit, reach 5 feet, 1 target. Hit: 33 (3d12 + 10)
Hellish Burn. Hell fire: DC 20 Dexterity Saving Throw, range Sight., 3 target. Hit: # (10d10 + 18) [Fire] damage, ignores resistance.
Nope
Teleport. He can teleport as a reaction.
He gets one Legendary Action.
Hellish Burn. He uses one Hellish Burn attack.
Teleport. He uses his teleport reaction
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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