Special Equipment. Ainz carries the Guildmasters staff. While holding the staff, he can expend 1+ spell level charges to cast a spell that he has prepared without expending a spell slot. Additionally, every undead creature he chooses that he can see gains 20 temp hit points. An undead can only benefit from this effect once every 24 hours
Legendary Resistance (7/Day). If Ainz fails a saving throw, he can choose to succeed instead.
Limited magic immunity. Unless he wished to be affected, Ainz is immune to spells of 6th level or lower. He also has advantage on saving throws against all other spells and magical effects. This ability persists until Ainz expends his last use of legendary resistance
Spellcasting. The Ainz Ooal Gown is a 20-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). The Ainz Ooal Gown has following spells prepared:
Cantrips (at will): message, acid splash, toll of the dead, fire bolt, friends
1st level (at will): magic missile, ray of sickness, shield 2nd level (at will): arcane lock, knock, dragon's breath, ,melf's acid arrow 3rd level (at will): animate dead, dispel magic, fireball, fly, lightning bolt, tongues 4th level ( 4 slots): blight, greater invisibility, ice storm, phantasmal killer, storm sphere 5th level (4 slots): cloudkill, conjure elemental, flame strike, hold monster, immonlation, wall of force 6th level (4 slots): chain lightning, circle of death, create undead, disintegrate 7th level (4 slots): finger of death, plane shift, teleport, mordenkainen's magnificent mansion 8th level (3 slots): Dominate monster, mind blank 9th level (3 slots): power word kill, time stop, meteor swarm
Superior mind: Ainz can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells
Turn resistance: Ainz has advantage on saving throws against any effect that turns undead.
Action Name. Enter the description for your action.
paralyzing touch. Melee spell attack: +12 to hit, reach: 5ft. one creature. Hit: 24 (3d6+12) cold damage, and the target must succeed on a DC 27 constitution saving throw or be paralyzed for 1min. The target can repeat the saving throw at the end of each of it's turns, ending the effect on itself on success.
Staff. Melee weapon attack:+12 to hit, reach 5ft. one target. Hit: 7(1d6+3) bludbeoning damage plus 12(3d6) necrotic damage, or 8(1d8+3) bludgeoning damage plus 12(3d6) necrotic damage when used with two hands
Enter the description for how legendary actions work for your monster here.
At-Will Spell. Ainz casts on of his at will spells Melee Attack. Ainz uses paralyzing touch or makes one melee attack with his staff Maximize Magic (2 actions). Ainz empowers the next 5th level or lower spell he casts, gaining advantage on any attack roll, causing creatures to have disadvantage on any saving throw, and treating any damage dice as having rolled their maximum values. This affect persists until the spell ends Fallen down (3 actions). Ainz decimates a 60ft. radius, 500ft, high area centered around him. Each creature and object in the area must make a DC 27 Constitution saving throw, taking 31(7d8) radiant damage and 31(7d8) fire damage on a failed save, or half as much damage on a successful one. Summon Servant (3 actions), Ainz summons a CR 10 or lower elemental fiend, or undead up to 15ft away at a location he can see. The servant rolls its own initiative, lacks legendary actions, and fights for Ainz until it is slain. Ainz can have up to 3 servants. summond in this way active at any time. The servants are unsummoned if Ainz falls to 0 hit points , or after 24 hours
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.
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