Special Trait Name. Enter the description for your special trait.
Spellcasting.
Spell Save DC 17
Cantrips Known: Blade Ward, Friends, Minor Illusion, Ray of Frost
Prepared Spells
1st Level (4 slots): Mage Armor, Magic Missile, Witch Bolt
2nd Level (3 slots): Melf's Acid Arrow, Gust of Wind, Misty Step
3rd Level (3 slots): Fireball
4th Level (3 slots): Ice Storm, Wall of Fire, Confusion, Conjure Minor Elementals
5th Level (1 slot): Bigby's Hand, Cloudkill, Cone of Cold
Spell-Like Abilities: 2/day—dispel magic; 1/day—arcane
eye, flesh to stone, mirror image, polymorph other, polymorph self.
Caster level 8th; dc16 +8 att.
Action Name. Enter the description for your action.
Action Melee Attack. +5 to hit +1 dam, Bite 1d6+1, 2 Claws 1d4+1, Tail 1d4+1 plus poison dc16 con negates 1d6 dex dam
Reaction Name.
Class Features [PHB p. 112]
• Ritual Casting
• Arcane Recovery (regain spell slots totaling 5 levels after short rest once per day)
• Evocation Savant (copy such spells in half the time)
• Sculpt Spells (exclude 1 + spell's level targets from effect of evocation spell)
• Potent Cantrips (targets that save still take half damage)
Immunity to spells: of 3rd lvl or lower
Special Qualities: Darkvision 60 ft., DR 10/+1, immunity
to spells, low-light vision, SR 22, varrangoin traits
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
If the chaotic varrangoin flocks have leaders, they are typically members of the arcanist subrace. Arcanist varrangoins are just as cruel as their fellows; they simply rely more on
magic than brute force. Arcanist varrangoins have thick, dark skin, narrow, glowing
white eyes, and long, lanky limbs. They stand roughly 6 VARRANGOIN Varrangoin feet tall and have a wingspan of nearly 12 feet. Their long, pointed ears have a close similarity to those of a large bat, and their claws and sharp teeth are minute in comparison to their more physical cousins. Arcanist varrangoins study powerful arcane mysteries much as wizards do. They guard their lore jealously, and arcanist varrangoin spellbooks are passed only to a few select members of the species who show promise in the arcane arts—as well as the appropriate level of groveling subservience toward their elders. Arcanist varrangoins speak their own language, Abyssal, Common, and Undercommon.
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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