Medium unknown (Devil), Chaotic Good
Armor Class 20 Natural
Hit Points 360 (360d12)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
12 (+1)
INT
10 (+0)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws DEX +6, CON +7, CHA +6
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Condition Immunities Charmed, Frightened, Restrained
Senses Passive Perception 11
Languages Common
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Envy has advantage on saving throws against spells and other magical effects

What's yours is mine. Envy has the ability where she can take the highest stat of another player if they fail a wis or con save and replace it with her own.

Ex: a barbarian with 20 strength fails a con save, so envy steals the 20 in strength and replaces it with her own stat. She then has a 20 in strength and gives the barbarian her 10-12 I. Strength. Mods go up as needed. She can only steal 2 stats at a time, then has to return 1 if she tries to steal a 3. Players repeat the save on the end of each of their turns

Actions

 SPEAR STORM (recharge 5-6). Melee Weapon Attack: spell save (DC 17), reach 260 ft., multiple targets. Hit: 120 (10d12) [slashing] damage. 

Spear of justice. RangedWeapon Attack: +8 to hit, range 260 ft., 1 target. Hit: 16 (1d12 + 4) [bludgeoning] damage.

Revolving Spears. Players must make 3 Dex checks of increasing difficulty (DC’s 12, 15, 19)  1 fail: (2d10) damage, 2 fails: (4d10), 3 fails: (6d10), and if the player succeeds each check, they take 0 damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Spell theft. Players who have casted a spell on Envy must make a saving throw to continue to control their magic. The type of saving throw is the spellcasting stat that was used to cast the spell, and the DC = 13 + the level of the spell that was cast.

Legendary Actions

Envy has 3 legendary actions

Recharge . Envy can get her Spell Theft reaction back one time

Revolving Spears. Players must make 3 Dex checks of increasing difficulty (DC’s 12, 15, 19)  1 fail: (2d10) damage, 2 fails: (4d10), 3 fails: (6d10), and if the player succeeds each check, they take 0 damage.

SPEAR STORM (recharge 5-6). Melee Weapon Attack: spell save (DC 17), reach 260 ft., multiple targets. Hit: 120 (10d12) [slashing] damage. 

Mythic Actions

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.

master_anthony

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