Combat Command. Before any combat, all followers of the demon gain +3 to Initiative.
Strike First. At the start of combat, casts Web.
Spellcasting. Arch Mage Uras is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC #15, +4 to hit with spell attacks). Arch Mage Uras has following Wizard, Sorcerer, and Warlock spells prepared:
Cantrips (at will): Fire Bolt, Infestation, Shocking Grasp, Toll the Dead
1st level (2 slots): False Life, Magic Missle
2nd level (2 slots): Cloud of Daggers, Shadow Blade
3rd level (2 slots): Fear, Dispel Magic
Staff. Ranged Magic Attack: +3 to hit, reach 30 ft., 1 target. Hit: 3 (1d6 + 1) magical damage.
Short Sword. Melee Weapon Attack: +2 to hit, reach 5 ft., 1 target. Hit: 2 (1d6 + 1) slahsing damage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
A possessed version of Arch Mage Uras. Through finding a cursed tomb, Arch Mage Uras was slowly consumed by the demon, who now controls all his actions.
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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