Power Word: Spells. Once per day, Aremus can grant all of his spell slots back by uttering a word of power as a bonus action.
Spellcasting. The Aremus is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 25, +16 to hit with spell attacks). Aremus has following Wizard/Cleric spells prepared:
Cantrips (at will): Hand of Radiance, Spare the Dying, Fire Bolt, Green Flame Blade
1st level (6 slots): Guiding Bolt, Healing Word, Burning Hands, Chromatic Orb
2nd level (6 slots): Dark Vision, Detect Thoughts, Protection from Poison
3rd level (5 slots): Fast Friends, Mass Healing Word, Revivify, Psionic Blast
4th level (4 slots): Banishment, Greater Invisibility, Aura of Purity
5th level (3 slots): Mass Cure Wounds, Raise Dead, Bigby's Hand, Modify Memory
6th level (2 slots): Flesh to Stone, Harm, Heal
7th level (2 slot): Divine Word, Delayed Blast Fireball
8th level (1 slot): Sunburst, Incendiary Cloud
9th level (1 slot): Power Word: Heal, Power Word: Kill
Claw. Melee Weapon Attack: +19 to hit, reach 10 ft., one target. Hit: 45 (5d8 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 29 (6d8 + 10) bludgeoning damage
Frightful Presence. Each creature of the dragon’s choice that is within 120 feet of the dragon and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the dragon’s Frightful Presence for the next 5 hours.
Bite. Melee Weapon Attack: +19 to hit, reach 120 ft., one target. Hit: 80 (7d10 + 10) piercing damage plus 20 (4d10) fire damage
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Beam of Life (Recharge 5-6). Aremus charges up his power from within and lets out a beam of Divine energy, (+20 to hit) Range: 500ft, target must make a dexterity saving throw, taking 140 28D10 radiant Damage on a failed save and half as much on a successful one.
Petrifying Breath (Recharge 5-6). The dragon exhales gas in a 120-foot cone. Each creature in that area must succeed on a DC 25 Constitution saving throw or become petrified, at the end of the targets next turn they repeat the saving throw, upon failure they stay petrified until someone restores them, upon succession the target breaks free of it's petrification. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically polymorphs into a humanoid, beast, aberration, or any other dragon that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).
Blinding Light (Recharge 9-10). Aremus clenches every muscle in his entire body as he spreads his wings letting out a blinding light, anyone within a 700ft radius must make a DC 27 constitution saving throw or, taking 15D12 force damage + Blindness for 2 turns on failure, and only taking half damage and being blind for 1 turn upon succession.
Sword of Divergence (Recharge 5-6). (+20 to hit) Range: 20ft, one target, hit: the target must make a DC 15 dexterity saving throw, taking 60 10D12 slashing or piercing damage + 60 10D12 radiant damage on a failed save and half as much on a successful one. The sword must recharge before it deals radiant damage again so until recharge is made, the sword only deals slashing/piercing damage.
Power Word: Spells. Once per day, Aremus can grant all of his spell slots back by uttering a word of power as a bonus action.
Healing Word. Aremus can cast Healing word at whatever level it would like 3 times a day as a bonus action and won't expel any spell slots.
Tail Swipe. The dragon can run over to a creature it is reacting to and hit it with its tail to cancel the attack.
Bite. The dragon can run over to a creature it is reacting to and Bite it to cancel the attack.
Claw. The dragon can run over to a creature it is reacting to and hit it with its claw to cancel the attack.
Sword of Divergence. If in range, as a reaction Aremus can slash any creature with the Sword of Divergence, taking full damage regardless of recharge or a saving throw.
The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
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
The Elven God of Day and Life.
Aremus takes the form of whatever the fiercest monster it the realm is, for our realm, he has become a dragon. He has almost perfect looking extremely big yellowish-gold scales, looking like almost different shaped curved, carved plates and overlapping each other, with almost blunt spikes running down his tail. His wings are perfectly symmetrical and perfectly armored around the edges. His horns are thick, goat looking and curve ap and it seems like multiple smaller versions of the horn have been placed on top of each other three times. Gleaming light constantly shining off his entire body. His snout is rounded, and he has rough beard looking spikes coming from his chin.
Aremus came to this dimension after all the elves moved from their dimension over to this thousands of years ago. where he took the form of an ancient dragon but more powerful.
Aremus also has a brother named Eremus.
The Sword of Divergence. Is a sword Aremus crafted as a symbol of peace, Aremus can duplicate the sword, but it halves in strength and size, he can duplicate the swords however many times he wants and then can put the back together, he duplicates the sword with a spell that he created. He carries it around with his tail. He can choose to temporarily gift the sword to anyone he wants but he may need to duplicate it a few times so they can carry it around because its regular size is bigger than 2 goliaths standing on top of each other. Even though he owns this sword, he never participates in battle, if he thinks it is best for something or someone to be destroyed, he will hire a few adventures, duplicate it and give it to each of them. this sword disintegrates if Aremus dies.
Lair and Lair Actions
Aremus enjoys extremely cold environments such as cold mountains and damp caves to make his hot body temperature colder. Currently, for the past few thousand years, he has been sitting up on top of a tall mountain covered in snow. on top of the mountain, he finds little caves that he sleeps in, he also creates large nests out of broken trees and boulders that he rests in at daytime.
Aremus shows no interest in hording gold or any type of reward, he mostly just keeps his sword and looks over the entire region.
Lair Actions
On initiative count 20 (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects: Eremus can’t use the same effect two rounds in a row:
- A blizzard forms and everything becomes obscured, every creature rolls with disadvantage, but Aremus doesn't.
- Giant snow boulders roll down the mountain hitting 4 creatures of Aremus' choice, each snowball does 4D12 cold damage.
- Aremus can look at a creature, and all of a sudden, the creature will be overwhelmed with extreme heat, the creature takes 6D10 fire damage.
- If Aremus strikes a creature with the sword, the creature rolls with disadvantage on every attack until it leaves the
- Aremus always rolls advantage.
Regional Effects
The region containing legendary Aremus' lair is warped by the dragon's magic, which creates one or more of the following effects:
- within 2 miles of Aremus' lair, random mountains begin forming over thousands of years.
- within 1 mile of Aremus' lair, at nighttime, it doesn't go dark instead, it stays daytime.
- anyone that steps in the zone of a 1-mile radius instantly gains a good mood.
- All creatures attack rolls are with advantage, unless they are against the dragon.
If the Aremus dies, these effects fade over the course of 20D20 centuries.
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