Spellcasting: Zelda is a 15th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Zelda has the following spells prepared:
- Cantrips (at will): Chill Touch, Mage Hand, Ray of Frost, Minor Illusion
- 1st level (4 slots): False Life, Ray of Sickness, Mage Armor, Shield
- 2nd level (3 slots): Acid Arrow, Hold Person, Mirror Image
- 3rd level (3 slots): Vampiric Touch, Animate Dead, Counterspell
- 4th level (3 slots): Blight, Greater Invisibility, Dimension Door
- 5th level (2 slots): Danse Macabre, Scrying
- 6th level (1 slot): Circle of Death
- 7th level (1 slot): Finger of Death
- 8th level (1 slot): Power Word Stun
Necromancer's Arcanum: Zelda can add her Intelligence modifier to any necromancy spell's damage that she casts.
Undead Thralls: Zelda can control up to six undead creatures created by her Animate Dead spell rather than the usual limit.
Eldritch Recovery: Once per day, as a bonus action, Zelda can regain expended spell slots totaling up to 6 levels. She must finish a long rest to use this feature again.
Necromantic Resilience: Zelda gains resistance to necrotic damage and has advantage on saving throws against spells and effects that cause the frightened condition.
- Wand of Necrotic Blasts: Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 5d8 + 6 necrotic damage.
- Necrotic Orb (Recharge 5-6): Zelda hurls a sphere of necrotic energy at a point she can see within 60 feet. Each creature within a 20-foot radius sphere centered on that point must make a DC 20 Dexterity saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
Zelda 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. Zelda regains spent legendary actions at the start of her turn.
- Arcane Barrage: Zelda casts a cantrip.
- Dark Malediction (Costs 2 Actions): Zelda targets a creature she can see within 60 feet, inflicting it with a curse. The target must make a DC 20 Wisdom saving throw. On a failed save, the target is cursed for 1 minute. While cursed, the target has disadvantage on attack rolls and saving throws, and it takes 2d6 necrotic damage at the start of each of its turns. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on a success.
- Necromantic Pulse (Costs 3 Actions): Zelda releases a wave of necromantic energy in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
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
Zelda, the Master of Necromancy, cuts a striking figure with her ethereal beauty and dark demeanor. She stands at an elegant and tall elven height, her slender frame draped in flowing black robes adorned with intricate silver runes and symbols of necromantic power. Her long, obsidian hair cascades down her back, contrasting against her pale, porcelain-like skin.
Zelda's piercing, sapphire eyes seem to hold ancient secrets and an intensity that can unsettle even the bravest of souls. There is a cold, calculating aura about her, an air of knowledge and power that emanates from her very presence. Her features are sharp and refined, marked by an otherworldly allure that both captivates and unnerves.
In her hands, Zelda wields a staff of ebony wood, topped with a swirling orb of deep violet energy. A constant, sinister aura surrounds her, hinting at the necrotic energies she commands. Shadows seem to dance and cling to her form, amplifying the air of darkness and mystique that surrounds her.
Zelda's countenance is a mix of elegance and wickedness, reflecting the depths of her arcane mastery and her relentless pursuit of forbidden knowledge. Her appearance serves as a reminder that she is a formidable foe, skilled in the dark arts and willing to unleash unholy forces upon any who dare challenge her.
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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