Magic Resistance: Aelwyn has advantage on saving throws against spells and magical effects, and takes half damage from spells and magical effects.
Magical Regeneration: Aelwyn gains a spell slot of the same level of any spell she is the target of, from any creature other than herself, and regains HP equal to the level of the spell.
Legendary Resistance: (3/day) When Aelwyn fails a save she can choose to pass it instead.
Spellcasting. Aelwyn is a wizard, mastering in all schools of magic, her spell DC is 22, and her spell attack is +14
- Cantrips
- 1st (5)
- 2nd (5)
- 3rd (4)
- 4th (4)
- 5th (4)
- 6th (3)
- 7th (3)
- 8th (2)
- 9th (2)
Multi-Attack: Aelwyn makes 2 Arcane Claw Attacks, and cast 1 spell.
Arcane Claws: +14 to hit, 5ft range, 3d6 damage type of Aelwynn choice.
Cast a Spell: Aelwyn casts a spell of her choice.
Arcane Wail: (recharge on a 5 or 6) Each creature within 120ft of Aelwyn that can hear her, makes a DC 22 Constitution saving throw, on a fail all of the targets spell slot of their high available level are expended, and they take damage equal to that level x10 for each spell slot spent if the target has no spell slots they take 100 points of Psychic Damage.
Arcane Missiles: Target 3 different creatures within 60ft of you, make a ranged spell attack (+14 to hit) against each, each target hit takes 2d10 damage of a type chosen at random, roll a d6 to determine the type.
- 1.fire
- 2.cold
- 3.psychic
- 4.force
- 5.necrotic
- 6.radiant
Arcane Shield: When Aewyn is the target of an attack as a reaction she may use Arcane Shield, increasing her AC by 3, and dealing 11 damage of the type of damage she last blocked with Arcane Shield.
Arcane Supremacy: When a creature targets Aelwyn with counterspell or spellsteal, Aelwyn can expend her action and choose to stop the counter spell unless the target can make a DC22 Intelligence Save.
Aelwyn has 3 legendary actions per round:
Cast a spell:(1 Action) Aelwyn casts a spell.
Arcane Claws: (1 Action) Makes 2 Arcane Claw Attacks.
Ethereal Glare:(2 Action)(Recharge on a 5 or 6) all creatures that can see Aelwyn make a DC 22 Wisdom Saving Throw, on a fail they take 6d6 Psychic damage, and gain disadvantage on all attack rolls, and are unable to use items or be the target of spells other than those of Aelwyn, on a pass they take 6d6 Psychic Damage.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Aelwyn has 6 lair actions, and goes on initiative count 20, roll a d6 to determine which lair action occurs.
Cast a random level 2 spell on every target of Aelwyn's choice.
Cast a random level 3 spell on every target of Aelwyn's choice.
Cast a random level 4 spell on every target of Aelwyn's choice.
Cast a random level 5 spell on every target of Aelwyn's choice.
Cast a random level 6 spell on every target of Aelwyn's choice.
Cast a random level 7 spell on every target of Aelwyn's choice.
Comments