Special Trait Name. Enter the description for your special trait.
Spellcasting. The Astral Hellio is a 4th-level spellcaster. Its spellcasting ability is Intelligence spell save DC 16, +8 to hit with spell attacks. The Astral Hellion has the following spells prepared:
Cantrips at will: Mind Sliver, Prestidigitation
1st level 5 slots: Detect Magic, Comprehend Languages, Charm Person, Dissonant Whispers, Sleep
2nd Level 4 slots: Mind Spike, Detect Thoughts, Calm Emotions, Hold Person, Tasha's Mind Whip
3rd Level 3 slots: Major Image, Hypnotic Pattern, Fear
4th Level 3 slots: Phantasmal Killer, Staggering Smite, Private Sanctum
Multiattack- The Astral Hellion can make four attacks. Two with its Scything Talons, one with its Gnashing Jaws, and one with its Tail.
Scything Talons- Melee Attack: +8 to hit, reach 10ft., one target. Hit: 22 (4d8 + 6) slashing damage.
Gnashing Jaw- Melee Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 5) piercing damage.
Tail Swing- Melee Attack: +8 to hit, reach 20ft., one target. Hit: 18 (3d8 + 7) bludgeoning damage.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Psychic Scream: (Costs 2 Actions). When pushed to the brink of death, the Astral Hellion may use the Psychic Scream Spell. It can be used once every 24 hours. It can only be used when the Astral Hellion reaches 20HP or less. It does so without expending a spell slot.
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
The Astral Hellion is a Large being the lurks in the Astral Plane. It is a large creature that is covered in scales and hardened plates that all change colors. It is akin to that of a mass of nebulae swirling in the darkness. It has two distinct horns that shed light, getting brighter towards the tips. Its eyes shed a golden light. It has four arms, two of which end in large blade-like talons, and the other two end in clawed hands. It has a long tail and a large head crest to protect its brain.
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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