Spellcasting. The [monster name] is a 2-level spellcaster. Its spellcasting ability is [+2] (spell save DC 13, +2 to hit with spell attacks). The [monster name] has following [class name] spells prepared:
1st level (2 slots): [Minor Illusion], [Produce Flame]
MultiAttack - The Unsullied can attack twice with it's claws.
Wicked Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 8 (1d8 + 2) [slashing] damage. plus Hit: 2 (1d4) [fire] damage.
Flame Belch. Ranged Spell Attack: Each creature in the area must make a DC 13 Dexterity Saving Throw, Half damage on a successful save, range 15 feet Cone. Hit: 9 (3d6) [Fire] damage.
Slippery Speed - Can use Hide or Disengage as a Bonus Action.
No Reactions
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
Unsullied demons are the result of botched attempts to summon larger, more powerful demons. As a result, they possess a weaker form of the draconic bloodline and exhibit blackened and charred skin. Despite their failed origins, they are still dangerous and malevolent creatures.
These demons rely on their innate fiery magic and razor-sharp claws to attack their foes. When wounded, they become more ferocious, unleashing a surge of power that makes them deadlier in combat. However, they lack resilience, and their charred skin offers little protection.
Unsullied demons are chaotic and evil, reveling in the chaos they cause and the pain they inflict upon others. They are often used as foot soldiers by more powerful demons, acting as shock troops during demonic invasions or as guards in the planes where demons dwell.
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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