Legendary Resistance (1/Day). If the champion of Zuggtmoy fails a saving throw, she can choose to succeed instead.
Magic Resistance. the Champion of Zuggtmoy has advantage on saving throws against spells and other magical effects.
Special Trait Name. Enter the description for your special trait.
Spellcasting. Zuggtmoy casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Detect maigc, Locate animal or plant
1/day each: Dispel Magic, Entangle, Plant Growth
Mind Control Spores (Recharge 6). The Champion of Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and Beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, a creature can’t be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by the champion or Zuggtmoy herself and can’t be reinfected by these spores.
Multiattack.The Champion of Zuggtmoy makes five longsword attacks.
Longsword. Melee Weapon Attack: +8 to hit, reach 5 ft., 1 target. Hit: 15 (2d10 + 4) slashing damage plus 5 (1d8) poison damage.
Exert Will. One creature Charmed by The Champion of Zuggtmoy that they can see must use its reaction, if available, to move up to its speed as they directs or to make one weapon attack against a target that they designates.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
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
Enter a general description for your monster here.
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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