The Fallen One's Rage:
The Visage of the Fallen One is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +2 to hit with spell attacks). The Visage of the Fallen One has following Sorcerer / Warlock spells prepared:
1st level (9 slots): hellish rebuke.
2nd level (7 slots): scorching ray.
3rd level (5 slots): fireball.
The Mouth of Hell: The demon opens his mouth and sends a torrent of raging flame and smoke out of his mouth at any creature within range. Dex save 14., 45 ft. cone., Hit: 14 (4d6 +2) fire damage.
Melee Attack: +5 to hit, reach 15 ft, 1 target. Hit: 10 (2d8 + 1) fire damage.
Bonus Action: Trample: All creatures within 30 feet of The Fallen One's visage must suceed on a Dexterity saving throw (DC 14) or be knocked prone and take 9 (3d6) Force damage.
Tail Whip: The Demon whips at you with his tail: Dex save 14. On a failure, you take 18 (3d10+3) force damage and 4 points of fire damage, and are knocked prone.
The Fallen One's Visage has three legendary actions. He regains them at the start of his turn.
The Fallen One's Hand: (Costs 1 Action). The Fallen One's Visage heals 16, (3d10) hit points and everyone within 20 ft. takes 8 (2d6) fire damage.
Malice of the Fallen: (Costs 3 Actions). The Fallen One's Visage rears back and jets fire from his entire body, dealing 26 (6d8) fire damage on a failed save, (dex 16) or half as much on a success.
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
A monstrous demon from the deepest pits of the Abyss, the Visage of the Fallen One is the worst minion that the Fallen One can summon to do his bidding. In appearance, it it a monstrous, continuously burning and smoking, bipedal dragon with ram's horns on the front of it's short, clipped snout and two blazingly white, burning eyes. It can speak common and abyssal, and can understand any language spoken in the earth.
Lair and Lair Actions
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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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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