Frenzy. It can work up itself and allies within 10ft of it. They each gain 1d8 temporary hit points and cannot be frightened. It cannot benefit from more than one of these traits at a time. Once per long rest.
Spellcasting. The Arcane Warrior is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +4 to hit with spell attacks). The Arcane has following spells prepared:
Cantrips (at will): Firebolt, Green-Flame Blade, Produce Flame, Create Bonfire
1st level (4 slots): Burning Hands, Hellish Rebuke, Chaos Bolt
2nd level (3 slots): Aganazzer's Scorcher, Heat Metal
3rd level (2 slots): Fireball
Dagger. Melee Weapon Attack: +2 to hit, reach 4 ft., # target. Hit: 4 (1d4 + 2) piercing damage; Thrown (20/60)
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.
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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