- Divine Nature: Arun is an immortal deity.
- Magic Resistance: Arun has advantage on saving throws against spells and other magical effects.
- Keen Senses: Arun has advantage on Wisdom (Perception) checks that rely on sight or hearing.
- Trickster: Arun can cast the following spells at will: Mage Hand, Minor Illusion, Prestidigitation.
- Bow Mastery: Arun is proficient with all ranged weapons, and his attacks with ranged weapons deal an additional 2d6 damage.
- Immune to all non-magical weapons.
- Resistance to piercing and slashing damage from non-magical attacks.
- Multiattack: Arun can make three attacks with his longbow.
- Longbow: Ranged Weapon Attack: +14 to hit, range 600/1200 ft., one target. Hit: 20 (3d8 + 7) piercing damage.
- Spear. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 7) piercing damage.
- Hunter's Mark: Arun can use a bonus action to mark a target within 1200 feet of him. He gains advantage on Wisdom (Perception) and Wisdom (Survival) checks to find the target, and deals an extra 2d6 damage to the target whenever he hits it with a weapon attack.
Evasion: If Arun is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails.
- Move: Arun can move up to his speed without provoking opportunity attacks.
- Pierce the Veil: Arun can make a ranged weapon attack with his longbow or spear. If the attack hits, it ignores any cover or concealment the target has.
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
Arun is a capricious and unpredictable god, embodying the thrill of the hunt and the joy of the chase. He is revered by the Algatt tribe, who see themselves as expert hunters and trackers. Arun is known for his sly cunning, his love of pranks and tricks, and his fierce protectiveness of his chosen people.
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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