Legendary Resistance [3/Day]. If Auppenser fails a saving throw, he can choose to succeed instead.
Magic Resistance. Auppenser has advantage on saving throws against spells and other magical effects.
Arcane Pantomath. Auppener can identify a spell without using an action if he can see or hear it being cast, or if he can see or hear its ongoing magical effects at any point during its duration. In addition, Auppener instantly learns the properties of a magic item if he can see the item.
Divine Awareness. Auppener knows if he hears a lie.
Spellcasting. The Auppener is a 20th-level spellcaster. His spellcasting ability is [Intelligence] (spell save DC 21, +7 to hit with spell attacks).
Cantrips (at will): Mage hand, Minor Illusion, Prestidigitation, Thunderclap
1st level (4 slots): Absorb Elements, Magic Missile, Witch Bolt, Feather Fall
2st level (3 slots): Blindness/deafness, Enlarge/Reduce, Borrowed Knowledge
3rd level (3 slots): Counterspell, dispel magic, enemies abound
4th level (3 slots): Phantasmal Killer, Polymorph, Sickening Radiance
5th level (2 slots): Enervation, Telekinesis
6th level (2 slots): Chain Lighting, Disintegrate
7th level (2 slot): Crown of Stars, Reverse Gravity
8th level (1 slot): Mind Blank
9th level (1 slot): Meteor Swarm
Multiattack. The solar makes two greatsword attack.
Greatsword. Melee Weapon Attack : +9 to hit, reach 5 ft., one target. Hit: (4d6 + 8) slashing damage plus (4d8) radiant damage
Healing Word.
- Casting Time: 1 bonus action
- Range: 60 feet
- Target: A creature of your choice that you can see within range
- Components: V
- Duration: Instantaneous
- Classes: Bard, Cleric, Druid
- A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
- At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d4 for each slot level above 1st.
Misty Step
- Casting Time: 1 bonus action
- Range: Self
- Target: Self
- Components: V
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
- Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Absorb Elements.
1st-level abjuration
Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Components: S
Duration: 1 round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Feather Fall.
- Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
- Range: 60 feet
- Target: Up to five falling creatures within range
- Components: V M (A small feather or piece of down)
- Duration: 1 minute
- Classes: Bard, Sorcerer, Wizard
- Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Counterspell.
- Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
- Range: 60 feet
- Target: A creature in the process of casting a spell
- Components: S
- Duration: Instantaneous
- Classes: Sorcerer, Warlock, Wizard
- You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used.
Auppener 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. Auppener regains spent legendary actions at the start of their turn.
Teleport (Costs 1 Actions).The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 ft. to an unoccupied space it can see.
Wish (Cost 2 Actions).
- Casting Time: 1 action
- Range: Self
- Target: Self
- Components: V
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
- Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of 8th level or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
You grant up to ten creatures that you can see resistance to a damage type you choose.
You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish spell could undo an opponent’s successful save, a foe’s critical hit, or a friend’s failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.
You might be able to achieve something beyond the scope of the above examples. State your wish to the GM as precisely as possible. The GM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn’t 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast wish ever again if you suffer this stress.
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
Enter a general description for your monster here.
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.
Previous Versions
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9/10/2022 5:19:12 PM
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14
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1
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5e
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Coming Soon
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1/22/2023 6:21:19 AM
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29
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1
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Coming Soon
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