Spellcasting. Vance is a 30th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 24, +10 to hit with spell attacks).
Cantrips (at will): chill touch, mind sliver, ray of frost, shocking grasp, toll the dead
1st level (at will): mage armor, magic missile, shield, Tasha's hideous laughter
2nd level (at will): darkness, hold person, mirror image, misty step
3rd level (at will): blink, counterspell, dispel magic, fireball, sleet storm
4th level (at will): blight, dimension door, fire shield, greater invisibility, Otiluke's resilient sphere, polymorph
5th level (4 slots): Bigby's hand, dominate person, mislead, wall of force
6th level (4 slots): chain lightning, disintegrate, Otto's irresistible dance, globe of invulnerability, mass suggestion
7th level (3 slots): forcecage, plane shift, prismatic spray, simulacrum
8th level (3 slots): antimagic field, feeblemind, maze, power word stun
9th level (3 slots): foresight, meteor swarm, power word kill, prismatic wall, true polymorph, wish
Multicast. Vance casts two spells.
Almighty Axe. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: (4d12 + 6) piercing damage plus 9 (2d8) fire damage. If the target is a creature, it must make a DC 20 Constitution saving throw. On a failed save, the target also takes necrotic damage equal to the piercing damage done.
Sick Riff. Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 21 (6d6) psychic damage. The target must succeed a DC 20 constitution saving throw or be charmed for 1 minute. The target can retry the saving throw at the begining of their turn
Change Size. Vance magically changes his size, choosing between Tiny, Small, Medium, Large, Huge, and Gargantuan. His statistics remain the same. Any equipment he is wearing or carrying transforms with him.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Vance 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. Vance regains spent legendary actions at the start of its turn.
Attack (Costs 2 Actions). Vance makes an attack with Afterthought.
Cantrip. Vance casts a cantrip.
Cast At-Will Spell (Costs 2 Actions). Vance casts one of his at-will spells.
Cast a Spell (Costs 3 Actions). Vance casts a spell he has prepared, expending a spell slot as normal.
Change Form. Vance uses his Change Shape or Change Size action.
Disrupt Life (Costs 3 Actions). Each living creature within 20 feet of Vance must make a DC 25 Constitution saving throw against this magic, taking 70 (20d6) necrotic damage on a failed save, or half as much damage on a successful one.
Frightening Gaze (Costs 2 Actions). Vance fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 22 Wisdom saving throw against this magic or become 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. If a target’s saving throw is successful or the effect ends for it, the target is immune to Vance’s Frightening gaze for the next 24 hours.
Positive Energy Repellent (Costs 2 Actions). Vance magically targets a creature within 120 feet of him that he can see. The target cannot regain hit points until the end of Vance’s next turn unless the target uses a Damned Core
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
Vance was once a general in the Feywild's army. After seeing the wanton destruction that came from both sides of the war, he decided to descend into the nine hells and become a demon lord. From there, Vance has been traveling across all of the planes of existence, touring his concert and collecting souls into his army.
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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