Change magic. it is able to change into different forms with a magic charm. If the creature's host image is destroyed, it is either destroyed with it or revealed. A D4 must be rolled for it. Even numbers means the creature is destroyed with the host's image, an Odd number means the true form of the creature is revealed. However, the creature can reveal itself at will if it choices to.
Spellcasting. Fireball casting. It can only be done 2 times a day.
Blindness/Deafness |
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| 2nd-level necromancy | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Casting Time: 1 action | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Range: 30 feet | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Components: V | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Duration: 1 minute | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
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Multiattack Bese Enforcers can make multiattacks with their hand longswords.
Hand Longsword. Melee Weapon Attack: +3 to hit, reach # 30ft., 1 target. Hit: 1 (1d8 + 4) Piercing damage.
Fireball- Ranged Magic attack: +2 to hit, Reach 150ft anyone in a 20ft radius sphere of it's centre.Hit: 1(2d6) fire damage
Flame Blade- Melee Magic Attack last 10 minutes: +2 to hit with it, Reach 30ft, 1 target. Hit: 3d6+2 fire Damage. it also sheds bright light in a 10-foot radius and dim light for an additional 10 feet. can only go on one of the hand longswords can only be done on a bonus action.
Dragon's Breath |
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| 2nd-level transmutation | |||||
| Casting Time: 1 bonus action | |||||
| Range: Touch | |||||
| Components: V, S, M (a hot pepper) | |||||
| Duration: Concentration, up to 1 minute | |||||
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You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one. At Higher Levels.
When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. |
Hellish Rebuke listed above
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.