Special Trait Name.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
blind 4-6 turns emits a bright flash of light any creature looking at it must make a dc 13 constitution saving throw or be blinded for ten minutes
life suck: +4 to hit, reach 5 ft., 1 target. Hit: #4(1d4 + 2) [ necrotic] damage. gains the amount of health you lost
laser. Ranged Weapon Attack: +7 to hit, range 10/# 100., 1 target. Hit: 8 (1d10 + 3) [radiant] damage.
Enter the description for how bonus actions work for your monster here.
phase. on a successful dc 15 turns into light for 1 turn
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
it appears as a shapeless blob tat is invisible besides the ghostly light it emits
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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