Master of faith. Zulgeren draws his powers from failure, broken plans and failed attempts. Whenever a creature, within 120 feet from zulgeron fails a d20 throw, zulgeron can restore his legendary actions by throwing alby throwing a d20(1-10 no legendary actions are restored, 11-19 1 legendary actions is restored, 20-2 legendary actions are restored).
Spellcasting. Zulgeren is a spellcaster. Its spellcasting ability is intellect (spell save DC 19, + 7 to hit with spell attacks). Zulgeren has following wizard spells prepared:
Cantrips (at will): minor illusion, fire bolt, mind sliver.
1st level (8 slots): silvery barbs, ray of sickness, shield. 2nd level (7 slots): suggestion, blindness/deafness, dragon's breath, crown of madness, scorching ray. 3rd level(6 slots): antogonise, slow, enemies abound, melf's minute meteors. 4th level (5 slots):wall of fire, fire shield,Raulothim's Psychic Lance. 5th level(4 slots): immolation, dominate person, mislead. 6th level(3 slots): programmed illusion, mass suggestion ,summon fiend 7th level(2 slots):symbol,simulacrum. 8th level(1 slot):feeblemind. 9th level(1 slot): wierd
Infernal claws. Zulgeren embues his sharp claws with infernal energy, than hits his enemy, melee atack +10 to hit, reach 5 ft., 1 target. Hit: 40(2d8 slashing damage + 3d12 fire damage).
Infernal rapture. Zulgeren sends forward an infernal orb, whitch, upon contact, turns into a swarm of infernal blades, cutting and burning Zulgerens enemy. Ranged Attack: 10 to hit, range 15/120 ft., 1 target. Hit: 40(4d10 slashing + 4d10 fire damage)
Iluusion modification. As a bonus action, Zulgeren can modify a single illusion to give it one of illusional tricks, not changing it wisually:
- Hardened illusion: illusion in hardened to a steel-like state, next melee attack on this illusion will succeed, when this illusion is attacked with melee weapon, either master or player must throw a d20, if result is 1- weapon breaks and crumbles into pieces(except legendary weapons), 2-10 weapon is blunted and receive a -1 penalty to damage rolls (stacks up to 5 times), 11-20 weapon is not damaged)
- Absorption illusion: illusion is callibrated to absorb next spell casted onto it, after spell is absorbed, illusion explodes, dealing damage equal to half of absorbed damage from spell.
- Reflecting illusion: next ranged attack on this illusion will succeed, after illusion is hit with a ranged attack, it will deflect the attack to nearest enemy, rolling to hit.
Irreversible failure. Zulgeren can channel his powers to interfere with enemies luck. Zulgeren gains 6 stacks of irreversible failure, he can use one stack as a reaction to d20 roll made by enemy creatures within 120 feet and give this roll disadvantage.
Infernal trick. When an enemy succeeds an attack roll on Zulgeren, as a reaction, he can create an illusion of himself in 100 feet radius. He can change places with this illusion at will. Illusion has double the damage Zulgeron received as a result of this attack. Can be used 3 times per round.
2 legendary actions
Infernal restriction (Costs 1 Action): Zulgeren places an infernal glyph on enemy creature, this glyph forbids this creature to do a specific action for 2 turns, when creature disobey the glyph, it will receive 18(3d12) fire or necrotic damage, after dealing damage, the glyph is disspeled.
types of glyphs:
- Physical restriction: enemy creature can't hurt Zulgeren, using weapons
- Magical restriction: enemy is robidden to cast spells over or under lvl 4)
- Heroe's restriction: enemy can't assist alies in any way, like healing, using help action, inspiration, guidance, or sentinel feat
Trickster's restoration (Costs 2 actions): Zulgeren consumes all active illusions and restores his HP by half of each illusions HP.
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Description
Zulgeren is a member of the greate ones covenant, he is responsible for its plans and intrgues.
Zulgeren is smaller then his associates, not reliying on physical straight tha often. He prefers being in shadows and manipulating lower beings, though he does put up a fight when he has to.
Zulgeren is a humanoid demon, he has dark purple skin and giant black feathered wings, and big horns. Some say, that he used to be a devil, but abandoned most of his human ideas and features to become a powerfull demon, because, unlike most of the demons, he casts his spells via magical tomes and scrolls, which he carries with him.
Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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