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