Armor Class 23 Natural
Hit Points 680 (40d20)
Speed 50 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
20 (+5)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws STR +14, CON +13, CHA +12
Damage Resistances Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Senses Passive Perception 17
Languages All languages
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Special Trait Name. ALL SHALL FEAR ME! When starting combat all creatures must make a wisdom saving throw DC 20 or be frightened of the creature. Creatures may make a saving throw at the end of each of their turns.

Spellcasting.  Urzgoth spellcasting at 9th level. DC for spells will be 21 

Actions

Action name. Nightmares bane. Creatures Must make a DC 20 wisdom saving throw or become overly feared by the creature causing them to be  incapacitated until the end of their next turn.

Action Melee Attack. Feel my wrath: make 4 melee swings at a creature +15 to hit, reach 10ft., 1target. Hit:  (2d10+5) slashing damage. 

Bonus Actions

The same that urzgoth already has.

Reactions

Reaction Name. Attack of opportunity. 

Legendary Actions

You have 4 legendary action points to spend that regenerate when your turn arrives. 

 Darkness arrived (costs 2 actions). You Fold the shadows of darkness around you and reappear in an unoccupied space and can make 2 melee attacks against any creatures within range. 

Leave me peasant(costs 1 action). Target a creature within 30 feet and have them make a DC 23 charisma saving throw. On a failed saver the creature uses all its movement and dash to go as far away as possible from the creature. 

throw(costs 1 action). A creature within melee range can be picked Up and thrown. Creature must make a strength saving throw (DC 20) or be thrown 40 feet away taking 2d6 bludgeoning damage. 

 

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

_Zeryph_