Legendary Resistance 5/day.
Legendary Smite: At the cost of 1 legendary action, Arvan casts a Divine smite at 7th lvl, for a total of 8d8 necrotic damage. If the damage dealt by this smite brings a creature to below half health, that creature must make a Constitution saving throw DC 20, on a success the creature is not stunned, on a fail the creature is under the Stunned condition until the start of Arvan's next turn.
Multi-ATK. the Cursed Knight makes 3 melee ATKs
Guilded Greatsword. Melee Weapon Attack: +11 to hit, reach 10ft., target. Hit: 28(3d6+ 7) slashing damage.
Starbomb Spell. You call down a mote of Starlight to a point within range (120ft). if there is a creature in the placement or in a (20ft) radius of the point, make a Dex saving throw (DC 16) on a success, take half damage on both effects and are not blinded. on a fail creature takes 3d6 fire damage and 3d4 radiant damage as the mote explodes. all creatures within the radius (20ft) make a Con save (DC 12) or be blinded for 1 round and take an additional 2d6 radiant damage.
Staggering Smite. The next time you hit a creature with a melee weapon attack during this spell’s duration, your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn.
Branding Smite. The next time you hit a creature with a weapon ATK before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Thunderous Smite. The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.
Shield Spell.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Aura of Weakness. (1-2). 20ft radius (self), any creature making a melee ATK make a CON saving throw (DC16). on a success the ATK hits like normal, on a fail the ATK does half damage. they may re-roll at the end of their turn. the effect ends on a success or after a long rest.
Counterspell. (3-4). You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an Ability Check using your spellcasting ability. The DC equals 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Spell Parry. (5-6). As a reaction, you can attempt to parry an incoming ATK spell. (spells that require a d20 roll to hit). you make a counter ATK roll on the incoming spell. if you succeed, the spell is parried away harmlessly.
if you take a -5 the parry roll and succeed, you can the spell back at the Caster. you use your new ATK roll as the new spell ATK roll.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.