Grief Strikes Deeper. The Aspect of Grief's melee attacks deal an additional 2d8 psychic damage.
Immutable Form. The Aspect of Grief is immune to any spell or effect that would alter its form.
Inevitable. The Aspect of Grief is immune to psychic damage and resistant to all damage types except radiant and force damage.
Grief Touches All. The Aspect of Grief's melee reach is 10 feet.
Multi-attack. The Aspect of Grief can use it's Screech of the Damned. It then makes three melee attacks.
Joy Siphon. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 14 (2d8 + 5) piercing damage and 9 (2d8) psychic damage.
Screech of the Damned. The Aspect of Grief bellows out a bloodcurdling screech audible out to 150 ft. Each creature that can hear the Aspect's screech must succeed on a DC 20 Wisdom saving throw or become Dismayed for 1 minute. Creatures with the Dismayed effect have disadvantage on attack rolls against the Aspect, vulnerability to psychic damage, and healing done by the creature is halved. A creature may repeat the saving throw at the end of each of its turns, ending the effect on a success. If a creature's initial saving throw is successful, the creature gains advantage on attacks against the Aspect for 1 minute. On any other successful saving throw, the effect simply ends.
Enter the description for how bonus actions work for your monster here.
Grief's Pursuit. If no other creature is within 30 ft of the Aspect, as a reaction it can teleport to the nearest creature and make one melee attack.
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
Enter a general description for your monster here.
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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