Innate Spellcasting. The Zarath's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The Zarath can innately cast the following spells:
- At will: mage hand, minor illusion, prestidigitation
- 3/day each: charm person, misty step, suggestion
- 1/day each: dominate person, modify memory, project image
Spellcasting. The Zarath is a 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). The Zarath has the following bard spells prepared:
- Cantrips (at will): mage hand, vicious mockery, prestidigitation
- 1st level (4 slots): dissonant whispers, charm person, feather fall
- 2nd level (3 slots): invisibility, suggestion, shatter
- 3rd level (3 slots): hypnotic pattern, fear, counterspell
- 4th level (3 slots): dimension door, greater invisibility
- 5th level (2 slots): dominate person, modify memory
Multiattack. The Zarath makes two melee attacks or two ranged spell attacks.
Dagger. Melee or Ranged Weapon Attack: +12 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 6) piercing damage.
Vampiric Touch (Recharge 5-6). The Zarath makes a melee spell attack against a creature. On a hit, the target takes 10 (3d6) necrotic damage, and the Zarath regains hit points equal to half the necrotic damage dealt.
Dreadful Presence. Each creature of the Zarath's choice within 60 feet of it and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Zarath's Dreadful Presence for the next 24 hours.
Legendary Actions. The Zarath 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. The Zarath regains spent legendary actions at the start of its turn.
- Cantrip. The Zarath casts a cantrip.
- Dagger Attack. The Zarath makes one dagger attack.
- Dark Whispers (Costs 2 Actions). The Zarath targets one creature it can see within 60 feet. The target must make a DC 24 Wisdom saving throw or take 2d8 psychic damage and be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Zarath's mastery over the darker arts of magic grants them the ability to tap into the shadows that linger in the hearts of others. As a bonus action, Zarath can channel this dark resonance, enhancing their connection to the malevolent forces that fuel their power. This empowers their next spell or melee attack with a surge of malefic energy, making it more potent and harder to resist.
When Zarath uses Dark Resonance, the next spell they cast gains a bonus to its damage equal to their Charisma modifier (a minimum of +1). Alternatively, if Zarath makes a melee attack on their next turn, they add their Charisma modifier to the attack roll and damage dealt.
This bonus action showcases Zarath's command over the sinister forces they have harnessed, allowing them to unleash devastating attacks that reflect their commitment to darkness and power. It also exemplifies their ability to manipulate the very essence of their adversaries, leaving an indelible mark of dread and malevolence on the battlefield.
Countercharm. The Zarath can use its reaction to start an inspiring performance that lasts until the end of its next turn. During that time, the Zarath and any friendly creatures within 30 feet of it have advantage on saving throws against being frightened or charmed.
Parry. The Zarath adds 4 to its AC against one melee attack that would hit it. To do so, the Zarath must see the attacker and be wielding a melee weapon.
Zarath 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. Zarath regains spent legendary actions at the start of its turn.
Cantrip. Zarath casts a cantrip.
Dagger Attack. Zarath makes one dagger attack.
Dark Whispers (Costs 2 Actions). Zarath targets one creature it can see within 60 feet. The target must make a DC 24 Wisdom saving throw or take 2d8 psychic damage and be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
These legendary actions reflect Zarath's supernatural prowess and tactical brilliance in combat. Zarath can seamlessly interweave these actions with their regular turn, making them a formidable adversary capable of manipulating the battlefield and keeping even the most seasoned adventurers on their toes.
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Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Zarath is a captivating and malevolent figure, an elf who once graced the stages of bardic performances with charisma and enchanting melodies. However, Zarath's pursuit of immortality has driven them to embrace the darkest aspects of magic and forge a sinister pact with a malevolent deity. The once-charming bard is now a formidable and power-hungry entity, wielding an arsenal of enchantments and malefic spells.
With an aura of confidence and an air of entitlement, Zarath exudes an unsettling charisma that can easily manipulate others to do their bidding. Dressed in regal, dark robes that seem to absorb the light around them, Zarath's piercing gaze holds a hunger for power that is evident even from a distance. The whispers of their dark ambitions trail like shadows, leaving an eerie feeling in their wake.
Zarath's presence commands attention, and their mastery of the arcane is displayed through intricate and mystifying spellcasting. Their music, once a source of joy, has transformed into a haunting symphony that weaves fear and despair into the hearts of those who hear it. In combat, Zarath is a tactician, using a blend of cunning spellcasting and swift strikes with a wickedly sharp dagger.
Beneath Zarath's charm lies an abyss of ruthlessness, ready to sacrifice anything and anyone to achieve their goal of immortality. The dark deity that Zarath serves has bestowed them with eldritch gifts, making them a formidable adversary capable of turning the very essence of their enemies against them. As the embodiment of their malevolent desires, Zarath stands as a challenging and memorable foe for any party of adventurers who dare to cross their path.
Lair and Lair Actions
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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:
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- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.