Special Trait Name.
Spellcasting.
Morningstar. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) radiant damage.
Multiattack. The authority makes two attacks, one with its Morningstar or Greatsword, and one with its bladed wings.
Greatsword. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) slashing damage plus 9 (2d8) radiant damage.
Bladed Wings. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) radiant damage.
Divine Authority (Recharge 5-6). The authority is filled with divine radiant power. All creatures in a 30-foot-radius sphere centered on the authority must make a DC 18 Constitution saving throw, taking 27 (6d8) radiant damage on a failed save, or half as much damage on a success.
Until the end of the authority’s next turn, all damage inflicted by the authority uses the highest number possible for each die instead of rolling the die. For example, instead of rolling 2d10 + 6 points of slashing damage, the authority inflicts 26 damage. The authority cannot recharge its Divine Authority until this effect ends.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
|
LEGENDARY ACTIONS |
|||||
|
The authority can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The authority regains spent legendary actions at the start of its turn. Morningstar. The authority makes one Morningstar attack. Divine Flight (Costs 2 Actions). The authority can move up to half its flying speed without triggering attacks of opportunity. Summon Choir (Costs 3 Actions). The authority calls for the assistance of the lesser angels of the angelic court. The authority summons 1d4-1 (minimum of 1) lesser angels. They resemble disembodied infant heads with white feathered wings. They use the stat block of the angel but have an AC of 12 and 1 hit point. |
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
- The authority is a traditional tank with high HP, high AC, and few but heavy-hitting attacks.
- Compared to monsters from a similar CR, the authority makes fewer attacks per round. This is compensated by those attacks hitting harder, especially when using Divine Authority.
- Morningstar attacks are saved for enemies that are not within the range of the greatsword but also ensure that the authority gets attacks of opportunity in a 15-foot radius, making it extremely hard for the party to maneuver around the authority.
- As long as someone is within range of their greatsword, the authority will choose it over its Morningstar because of its greater damage.
- Divine Authority is a powerful ability and offers the authority a colossal power spike when it's active. It’s similar to a dragon’s breath, except it can be targeted to inflict maximum damage to one specific party member.
- The authority will use Divine Flight to get away from trouble, take a more advantageous position, or bridge the gap between itself and ranged opponents.
- The authority will use Summon Choir after dipping below half of its HP to change the rhythm of battle and get some support. This ability should be used sparingly, but the authority will use it again when it’s close to death’s door as a last-ditch effort to turn the tide of battle.
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.
Comments