Speedy: Clethon, Death Unleashed can take two turns
Legendary Resistance 3/Day: If Clethon, Death Unleashed fails a saving throw, he can choose to succeed instead.
Flyby: Clethon, Death Unleashed does not provoke opportunity attacks when flying.
Amphibious: Clethon, Death Unleashed can breathe underwater.
Spellcasting. Clethon, Death Unleashed is a 20-level spellcaster. His spellcasting ability is Intellegence (spell save DC 25, +17 to hit with spell attacks). Clethon, Death Unleashed has the following Wizard spells prepared:
Cantrips (at will): Acid Splash, Fire Bolt, Minor Illusion, Poison Spray, Ray of Frost
1st level (4 slots): Burning Hands, Charm Person, Chromatic Orb, Ray of Sickness 2nd level (3 slots): Alter Self, Flaming Sphere, Gust of Wind, Scorching Ray 3rd level (3 slots): Counterspell, Dispel Magic, Fireball, Vampiric Touch 4th level (3 slots): Greater Invisibility, Hallunctionary Terrain, Wall of Fire 5th level (3 slots): Cloudkill, Telekinesis, Wall of Force 6th level (2 slots): Chain Lightning, Disintegrate, Mass Sugestion 7th level (2 slots): Delayed Blast Fireball, Prismatic Spray 8th level (1 slot): Incendiary Cloud, Sunburst 9th level (1 slot): Shapechange, Wish
Multiattack: Clethon, Death Unleashed can take one Spiked Tail attack, one Clubbed Wings attack, and his choice of two Flame Axe attacks or two Poison Bow attacks. He can forfeit all of that for one cantrip and one other spell.
Spiked Tail: Melee Weapon Attack: +17 to hit, reach 15ft, as many targets within range of the tail (think in range of a tail sweeping; extends 15ft and continues for 10ft before stopping). Hit: 19 (2d10 + 8) [Piercing] damage.
Clubbed Wings: Melee Weapon Attack: +17 to hit, reach 20ft on either side of Clethon, as many targets within range of the wings (think of the wings beating; extending 20ft on either side of Clethon, Death Unleashed and move 5ft in each direction before stopping). Hit: 14 (1d12 +8) [Bludgeoning] damage.
Flame Axe: Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 26 (4d8 + 8) [Slashing] + 11(2d10) [Fire] damage.
Poison Bow: Ranged Weapon Attack: +14 to hit, range 200/1000 ft., 1 target. Hit: 14 (2d8 + 5) [Slashing] + 11(2d10) [Poison] damage and the target must make a DC 18 Constitution save or be poisoned for 1 hour.
Deathly Summoning (1d20, Recharge on 20): Clethon, Death Unleashed, summons the spirits of fallen warriors to do his bidding. 1 vampire spawn, 1d3 wraiths, 1d4+1 ghosts, 2d4 wights, 2d6 wights and 3d8 zombies. The undead are all friendly to Clethon, Death Unleashed, and act on initiative 15. They follow Clethon, Death Unleashed's instructions, and if they have been given no orders, they act in self defense.
Clethon, Death Unleashed 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. Clethon, Death Unleashed regains spent legendary actions at the start of its turn.
Flight (Costs 1 Action). Clethon, Death Unleashed flies, walks, or swims up to twice his full movement without provoking opportunity attacks.
Shift (Costs 1 Action). Clethon, Death Unleashed teleports up to thirty feet and makes one melee attack .
Expelling Blast (Costs 2 Actions). Clethon, Death Unleashed screams. All creatures within thirty feet of him are thrown sixty feet away or until they hit a solid object. When they land, they take 1d6 damage for every 10ft they travel. If they can cast spells, they lose a first level spell slot, and Clethon, Death Unleashed gains a first level spell slot. If he hasn't cast any first level spells, he gains a second level spell slot, etc. If they cannot cast spells, half the damage that they take goes to healing Clethon, Death Unleashed.
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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