Legendary Resistance (3/Day). If morleen fails a saving throw, she can choose to succeed instead.
Magic Resistance. morleen has advantage on saving throws against spells and other magical effects.
Golden orb. This orb glows Bright light for 30 ft in dim light for another 30 ft. I need Allied creatures Within 30 ft of the orb gets healed 50 HP, And are immune To the frightened, Paralyzed, Petrified, And exhaustion Condition. Creatures that are more than 30 ft away but are not 60 ft away get the following benefits. They are healed 25 HP and are immune to being paralyzed and frightened.
Angelic scroll. There are four Angelic Scrolls that Were gifted by four different gods. Morleen I see bonus action can choose to activate one of these Scrolls. She can only have a one of the Scrolls active at any time.
Tymora. This scroll allows morleen to reroll any dice once.
Listen. this scroll allows morleen To see through invisibility and illusions.
Mistra. This scroll allows morleen to apply one metamagic To any of her spells.
Chauntea. This scroll allows morleen To see the HP pool of any creature within her sight
Spellcasting. morleen is a 20-level spellcaster. her spellcasting ability is Intelligence (spell save DC 25, +17 to hit with spell attacks). morleen has following Wizard spells prepared:
Cantrips (at will): Fire Bolt, Poison Spray, Blade Ward,
1st level (4 slots): Absorb Elements, Find Familiar, Magic Missile
2st level (3 slots): Acid Arrow, Shatter
3st level (3 slots): Counterspell, Fireball, Lightning Bolt
4st level (3 slots): Banishment, Dimension Door,
5st level (3 slots): Cone of Cold, Wall of Force
6st level (2 slots): Chain Lightning, Sunbeam,
7st level (2 slots): Crown of Stars, Prismatic Spray, Teleport
8st level (1 slots): Sunburst, Mighty Fortress
9st level (1 slots): Prismatic Wall, Meteor Swarm
Multi-attack. Morleen Makes two attacks with her archmages staff.
Archmage staff. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: 7 (1d6 + 5) Bludgeoning damage.
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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