Spellcasting. The Azagor Warden is a 3-level spellcaster. Its spellcasting ability is INT (spell save DC 12, +2 to hit with spell attacks). The Azagor Warden has following Sorcerer spells prepared:
Cantrips (at will): Shocking Grasp
3rd level (2 slots): Counterspell
Danger Sense. The Azagor Warden is able to sense if the target is powerful or not. The prison warden goes into a complete defense form, increasing it's AC by 2. In this form, the Prison Warden is unable to cast cantrips or spells, but able to Pierce Attack. It is possible to break the stance of Azagor Warden with NAT 20 hit roll.
Pierce Attack. Melee Weapon Attack: +4 to hit, reach 8 ft., 1 target. Hit: 30 (3d8 + 6) Piercing damage.
Coat Weapon. Azagor's Prison Warden is able to coat his weapon with the Core's magic, adding +[roll]1d10[/roll] radiant damage on Piercing Attacks for 1 minute.
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.
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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