Special Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. Uriel can use his Frightful Presence. He then makes two melee attacks or uses his Ranged Spell Attack twice.
Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 4) piercing damage, or 9 (1d8 + 4) piercing damage if used with two hands to make a melee attack.
Flaming Spear. Uriel's spear deals an extra 7 (2d6) fire damage on a hit (included in the attack).
Frightful Presence. Each creature of Uriel's choice within 30 feet of him and aware of him must succeed on a DC 14 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.
Wing Blast (Recharge 5-6). Uriel beats his wings. Each creature within 10 feet of him must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Uriel can then fly up to half his flying speed.Multiattack. Uriel can use his Frightful Presence. He then makes two melee attacks or uses his Ranged Spell Attack twice. Spear. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 8 (1d6 + 4) piercing damage, or 9 (1d8 + 4) piercing damage if used with two hands to make a melee attack. Flaming Spear. Uriel's spear deals an extra 7 (2d6) fire damage on a hit (included in the attack). Frightful Presence. Each creature of Uriel's choice within 30 feet of him and aware of him must succeed on a DC 14 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. Wing Blast (Recharge 5-6). Uriel beats his wings. Each creature within 10 feet of him must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Uriel can then fly up to half his flying speed.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Wing Blast (Recharge 5-6). Uriel beats his wings. Each creature within 10 feet of him must succeed on a DC 14 Dexterity saving throw or take 7 (2d6) bludgeoning damage and be knocked prone. Uriel can then fly up to half his flying speed.
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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
Uriel is a massive, imposing figure that towers over the players at a height of nearly eight feet. He is broad-shouldered and muscular, with rippling biceps and a chiseled chest. His skin is a deep shade of crimson, and it glistens in the dim light of his throne room. His eyes are a bright, piercing blue that seem to bore into the souls of those who meet his gaze.
Uriel's long hair is jet black, and it falls in wild, unruly tangles around his broad shoulders. He wears a set of intricately crafted armor made from a gleaming black metal that appears to be both lightweight and incredibly durable. His armor is adorned with intricate patterns and designs that suggest a deep knowledge of the arcane and a mastery of dark magic.
Uriel carries a massive two-handed sword with a blade that glows with a sinister red energy. The hilt of the sword is wrapped in black leather, and it appears to be both incredibly sharp and incredibly heavy. As he moves, the sword seems to hum with a low, menacing energy.
Uriel, the Fallen Angel
Medium fiend, chaotic evil
Armor Class 16 (breastplate)
Hit Points 110 (13d8 + 39)
Speed 30 ft., fly 60 ft.
STR 18 (+4) DEX 14 (+2) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 16 (+3)
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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