Discorporation. When Anthendevel drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Mechanus, and he is unable to take physical form for a time.
Innate Spellcasting. Anthendevel's spellcasting ability is Charisma.
cantrips(at will): Light, Message, Minor IllusionMage Hand, Prestidigitation
1st lvl(at will): Compelled Duel, Searing Smite, Thunderous Smite, Arms of Hadar, Identify, Fog Cloud, Shield, Protection from Good and Evil
2nd lvl(at will): Zone of Truth, Calm Emotions, Hold Person, Levitate
3rd lvl(at will): Remove Curse, Counterspell, Dispel Magic
4th lvl(5/day): Dimension Door, Polymorph, Banishment, Conjure Minor Elementals, Hallucinatory Terrain, Arcane Eye, Leomund's Secret Chest
5th lvl(4/day); Dominate Person, Hold Monster, Planar Binding, Creation, Legend Lore
6th lvl(4/day); Mass Suggestion, Globe of Invulnerability, Disintegrate, Programmed Illusion
7th lvl(4/day); Plane Shift, Forcecage, Etherealness, Resurrection
8th lvl(3/day); Maze, Demiplane, Antimagic Field, Control Weather
9th lvl(3/day); Powerword Kill, Timestop, Wish
Legendary Resistance (5/Day). If Anthendevel fails a Saving Throw, he can choose to succeed instead.
Limited Magic Immunity. Unless he wishes to be affected, Anthendevel is immune to spells of 6th level or lower. He has advantage on saving throws against all other spells and magical effects.
Magic Weapons. Anthendevel’s weapon attacks are magical.
Multiple Reactions. Anthendevel can take one reaction per turn, rather than only one per round. He also has an advantage on saving throws against being knocked unconscious. If he fails a saving throw against an effect that would stun a creature, one of his unspent Legendary Actions is spent.
Regeneration. Anthendevel regains 30 Hit Points at the start of his turn.
Change Shape (1/Day). Anthendevel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. When Anthendevel drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Mechanus, and he is unable to take physical form for a time. Any equipment he is wearing or carrying is absorbed or borne by the new form ( Anthendevel’s choice). In a new form, Anthendevel retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, ability to speak, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Anthendevel gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Anthendevel lacks.
Multiattack. Anthendevel can use his Frightful Presence. He then makes three attacks: two with his Rapier, and one spell attack.
Rapier. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Piercing Damage
Fist. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Bludgeoning Damage
Spellcasting. Senses: Anthendevel casts a spell.
Teleport. Anthendevel teleports up to 60ft.
Frightful Presence. Each creature of Anthendevel's choice that is within 240 feet of Anthendevel and aware of him must succeed on a DC 26 Wisdom Saving Throw or become frightened for 1 minute. A creature can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful, or the effect ends for it, the creature is immune to Anthendevel’s Frightful Presence for the next 24 hours.
Anthendevel can take 4 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. Anthendevel regains spent Legendary Actions at the start of his turn.
Anthendevel’s Legendary Action options are associated with favors ungranted. Once Anthendevel chooses a Legendary Action option for one ungranted favor, he can’t choose another one associated with that favor until the start of her next turn.
Rapier. Melee Weapon Attack: +19 to Hit, Reach 20ft., one target. Hit: 32 (4d10 +10) Piercing Damage plus 14 (4d6) Psycic Damage.
Ungranted Health: Acid (Costs 2 Actions). Rapier emits Acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Constitution Saving Throw, taking 67 (15d8) Acid Damage on a failed save, or half as much damage on a successful one. A creature hit by this attack is able to roll 1 hit die to add to HP, rerolling on a 1.
Ungranted Power: Lightning (Costs 2 Actions). Rapier emits Lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Wisdom Saving Throw, taking 88 (16d10) Lightning Damage plus 14 (4d6) Thunder Damage on a failed save, or half as much damage on a successful one. When hit by this spell a creature gains the ability to cast shocking grasp 1d4 times.
Ungranted Companionship: Psycic (Costs 2 Actions). Rapier emits Psycic energy in a 90 foot cone. Each creature in that area must make a DC 27 Wisdom Saving Throw, taking 77 (22d6) Psycic Damage on a failed save, or half as much damage on a successful one. If a creature fails this save they are knocked prone as screams fill their mind.
Ungranted Truth: Force (Costs 2 Actions). Rapier emits Force energy in a 90 foot cone. Each creature in that area must make a DC 27 Intelligence Saving Throw, taking 91 (26d6) Force Damage on a failed save, or half as much damage on a successful one. If a creature fails this save they act under the effects of a "Zone of Truth" spell for 2d6 days afterwards.
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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