Special trait. Roll 1D8 to select.
- 1. Knows eldritch blast at 5th lv add +4 to damage and on hit pushes target 10' away.
- 2. Knows chill touch at 5th lv. Can cast twice, as long as each casting has a different target.
- 3. Can cast scorching ray at will
- 4. Can cast fire bolt twice at lv5. Damage from fire bolt bypasses resistance and all 1's are counted as 2's on the damage dice.
- 5. Casts lighting bolt 3 times per long rest.
- 6. Can cast shadow blade at will
- 7. Can cast haste 2 times per long rest
- 8. Can cast fire ball 3 times per long rest.
Trait. ____________________________________________________________________________________________________________________________________________________________________________
Death Burst. When this creature reaches 0 hit points the conversion orb bursts out. The conversion orb acts on this creatures initiative and takes any damage done to this creature past 0. (To account for damaging effects, treat the conversion orb as if it has just entered combat in the same space as this creature.)
Main Attacks. Roll 1D4 to select. This creature is a lv6 spell caster and has a spell DC15 and a +7 to hit
- 1. Eldritch blast with a +1 spell focus
- 2. Wand of magic missiles (full charge)
- 3. Fire bolt
- 4. Toll the dead with a +1 spell focus
Action. ____________________________________________________________________________________________________________________________________________________________________________
Enter mind. Target creature make a DC16 WIS save, range 30'. On a fail for one minute target creature has disadvantage on all attacks towards this creature and this creature gains a +3 to all attacks and damage rolls directed at the target creature.
Read mind. As a bonus action, this creature can read your surface thoughts. After reading your surface thoughts this creature has advantage on insight, persuasion and deception checks directed at you. Range 15'.
Overwhelm. This creature can move half its speed towards any other creature afflicted by an conversion orb.
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
The physical mannerisms of who this used to be still exist but seem to under great scrutiny be far to intention. Similar to a computer playing the piano technically this person acts the same but something is missing.
An insight of 16 lets someone know something is wrong.
An insight of 22 lets someone know that this is not who they are pretending to be.
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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