Dragon Wings. Xendor can create and dismiss a pair of dragon wings at will. These wings give him a flying speed equal to his walking speed.
Deathless Nature. You have escaped death, a fact represented by the following benefits:
- Xendor has advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
- Xendor has advantage on death saving throws.You don’t need to eat, drink, or breathe.You don’t need to sleep, and magic can’t put you to sleep.
Spellcasting. Xendor is a 14th-level Sorcerer/6th-level Warlock spellcaster. Its spellcasting ability is [CHA] (spell save DC 19, +11 to hit with spell attacks). Xendor has the following [Sorcerer]/[Warlock] spells prepared:
Cantrips (at will): [Control Flames], [Eldritch Blast], [Fire Bolt], [Green-Flame Blade], [Guidance], [Invulnerability], [Message], [Poison Spray], [Prestidigitation], [Toll the Dead], [Word of Radiance]
1st level (4 slots): [Charm Person], [Color Spray], [Feather Fall], [Guiding Bolt], [Hellish Rebuke ], [Magic Missle], [Sleep] + at higher levels
2nd level (3 slots): [Enlarge/Reduce], [Flame Blade], [Mirror Image], [Scorching Ray] + at higher levels
3rd level (5 slots): [Counterspell], [Dispel Magic], [Fireball], [Remove Curse] + at higher levels
4th level (3 slots): [Polymorph] + at higher levels
5th level (2 slots): At higher levels
6th level (1 slot): [Sunbeam] + at higher levels
7th level (1 slot): [Delayed Blast Fireball], [Ginger of Death], [Prismatic Spray], [Reverse Gravity] + at higher levels
Multiattack. Xendor can make up to 4 attacks with his Caster Double Scimitar. The first two attacks use First Scimitar, while the last two use Second Scimitar.
First Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., two targets. First target Hit: 33 (3d8 + 6) [slashing] damage + (3d8) [fire] damage. Second target Hit: 17 (3d8 + 4) [fire] damage.
Second Scimitar. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) [slashing] damage.
Casted Wave (3/day). Xendor sends out a 40 foot wave of energy. Each creature in that 40 foot line must make a DEX saving throw and take 12d6 + 24 thunder damage on a failed save, and half as much on a successful save.
Invulnerability. Once per battle, as a bonus action, you become immune to all damage for the next round.
Counterspell (2/day). If Xendor sees a creature casting a spell of 5th level or lower, he can cause its spell to fail and have no effect. If it is casting a spell of 6th level or higher, make a CHA ability check. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
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
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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