Mysterious Vitality. If this creature is hit with an attack, the Vita Offertor can make a DC 19 Constitution saving throw, on a success, this creature regains all hit points it lost when it was hit. On a failure, this creature takes the damage as normal.
Spellcasting. The Vite Offertor is a 3-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +4 to hit with spell attacks). The Vite Offertor has the following spells prepared:
Cantrips (at will): Thorn Whip, Acid Splash (5th level)
1st level (4 slots): Absorb Elements, Goodberry
2nd level (2 slots): Acid Arrow, Lesser Restoration
Finger of Life (2/day). This creature touches another willing creature, the target regains 2d6 + their Charisma modifier + their Nature Skill modifier amount of hit points.
Razor Sharp Leaf. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 10 (2d4 + 2) slashing damage.
Poisonous Shots. Ranged Attack: +3 to hit, range 20/45 ft., 3 target. Hit: 3 (1d4 + 1) piercing damage. The targets make Constitution saving throws, on a fail, they are poisoned for 2 minutes. This poison can't be cured by any means, not even magic.
Ease Pain. If this creature's ally takes damage, this Vita Offerdor can use its reaction to regain 1d6 hit points for the creature. This doesn't work if the damage was necrotic or radiant.
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.
Description
Vita Offerdors are the bringers of life, the vitality distributors, and the kindhearted beings of the multiverse. They each have taken an oath to wipe out all death from the multiverse and to bring total life and health to all its inhabitants. To be an ally with a Vita Offerdor is to be an ally with the force of life itself. Sometimes, these creatures go off into the world to find adventurers and try to blend in to complete their magical oath, though it does not usually work due to their bright green skin and illustrious hair.
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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