Angelic Weapons. Adreus's weapon attacks are magical. When Adreus hits with any weapon, the weapon deals an extra 2d8 radiant damage (included in the attack).
Innate Spellcasting. Adreus's spellcasting ability is Charisma (spell save DC 17). Adreus can innately cast the following spells, requiring no material components:
- At will: darkness, detect evil and good
- 3/day each: dispel magic, fear, inflict wounds
- 1/day each: banishment, harm
Radiant Aura. Adreus emits an aura of dark destruction in a 20-foot radius. All creatures, except celestial beings, within this area take 10 (3d6) necrotic damage at the start of their turn.
Divine Resistance. Adreus has advantage on saving throws against spells and other magical effects.
Dark Bolt. Ranged Spell Attack: +9 to hit, range 60 ft., one target. Hit: 21 (6d6) necrotic damage.
Smite. Adreus chooses one creature it can see within 60 feet. The target must make a DC 17 Charisma saving throw or take 35 (10d6) radiant damage on a failed save, or half as much damage on a successful one.
Dark Nova (Recharge 5-6). Adreus releases a burst of dark energy in a 30-foot radius. Each creature in that area must make a DC 17 Constitution saving throw, taking 45 (10d8) necrotic damage on a failed save, or half as much on a successful one.
Multiattack. Adreus makes three melee attack
Greatsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 4) slashing damage plus 9 (2d8) radiant damage.
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Darkened Wings (Recharge 4-6). Bonus Action: Adreus unfurls its shadowed wings, creating an area of magical darkness in a 15-foot radius centered on itself for 1 minute. The darkness spreads around corners, and any creature fully within the area is blinded. Adreus has advantage on Dexterity (Stealth) checks while within the darkness.
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Soul Siphon. Bonus Action: Adreus reaches out with its corrupted longsword, making a melee attack against a creature it can see within 10 feet. On a hit, the target takes 14 (4d6) necrotic damage, and Adreus regains hit points equal to half the damage dealt.
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Unholy Presence. Bonus Action: Adreus exudes a palpable aura of dread. Each creature of its choice within 30 feet of Adreus must make a DC 16 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
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Fiendish Retribution. Bonus Action: When Adreus takes damage from a creature it can see, it can use its reaction to unleash a retaliatory burst of dark energy. The attacking creature must make a DC 17 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save or half as much on a successful one.
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
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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