Constant Cool . After being the warden of Tantalus Vondu has learned to ALWAYS KEEP HIS COOL. When making a save to continue a concentration spell Vondu gains advantage.
Vondu is a war mage and has access to his own spells as well as a few he gains access to through his watch.
Spellcasting. Vondu is a 6-level spellcaster. His spellcasting ability is [Wisdom] (spell save DC 17, +9 to hit with spell attacks).
Cantrips (at will): [shocking grasp], [true strike]
1st level (3 slots): [shield] 2nd level (2 slots) [branding smite]
The Business. On Vondu's turn he can make two attack rolls and cast a spell.
Capital Punishment =. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 15 (2d12 + 9) [bludgeoning] damage. Vondu delivers a hell of a Haymaker to the target.
Cheap Shock(A play on cheap shot...LAUGH..plz). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 22(4d6 + 10) [bludgeoning/lightning] damage. Vondu hits the target with an unexpected upper cut while also having his rings cackle with electricity tasing the target.
Tough Skin. Vondu is a veteran fighter and has always been known for his toughness. Three times per long rest after taking a hit can choose to roll 2D10s plus CON mod and subtract that roll from the damage.
1 Legendary Action per long rest.
Legendary Resistance (Costs 1 Actions). Can choose to succeed on a saving throw instead of failing.
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
Vondu is the warden of Tantalus the largest prison in Vanitati. He is a tall and built half orc roughly 6 and a half feet tall with grey skin that is weathered and cracked. His tusk are small with silver rings pierced through each one. He is always well dressed wearing nice suits with many rings and adorning his magic watch that controls the inside of the prison.
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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