Innate Spellcasting. The Zombie Blaine OverLord spellcasting ability is Charisma (spell save DC 12). The Zombie Blaine OverLord can innately cast the following spells, requiring no material components:
Cantrips (at will): fire bolt, Ray of Frost, Chill Touch
1st level (4 slots): Shield, Ray of Sickness, Ice Knife
Magic Resistance. The Zombie Blaine OverLord has advantage on saving throws against spells and other magical effects.
Magic Weapons. The Zombie Blaine OverLord weapon attacks are magical.
Multiattack. The Zombie Blaine OverLord can use its Hypnotic Gaze and makes three melee attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. or 8 (1d10 + 3) slashing damage if used with two hands.
Hypnotic Gaze. The Zombie Blaine OverLord eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the Zombie Blaine OverLord, the target must succeed on a DC 14 Wisdom saving throw against this magic or be charmed until the end of the Zombie Blaine OverLord next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.
Pincer Staff. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the Zombie Blaine OverLord can’t use its pincer staff on another target.
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.
Previous Versions
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12/10/2022 3:37:40 PM
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Coming Soon
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