Eldritch Mind: Brezzik has advantage on Constitution saving throws to maintain concentration on a spell.
Eldritch Resistance: Brezzik can choose one damage type when he finishes a short or long rest. He gains resistance to that damage type until he chooses a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
Whisper of Riches (3/Day): Brezzik can telepathically whisper a command in Common to a single creature to turn over its gold willingly. The creature is forced to make a Wisdom Saving throw (DC 14). If the creature succeeds, it ignores Whisper of Riches for 24 hours. Compelled creatures calmly approach Brezzik and hand over any gold they are carrying. If the creature does not carry gold, the effect fails but Brezzik becomes aware the creature does not posssess any gold.
Spellcasting. Brezzik is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest. Brezzik has the following spells prepared:
Cantrips (at will): chill touch, detect magic, eldritch blast, levitate, mage armor, minor illusion, prestidigitation
1st level (#3/Day): burning hands, command, darkness, dimension door, dispel magic, hellish rebuke, hold monster, hold person, mirror image, scorching ray, vampiric touch
(1/Day): eyebite, fireball, flame strike, etherealness, hallow, stinking cloud, wall of fire
Also has a Necklace of Fireballs containing 8 beads.
Multiattack. Brezzik attacks three times with his eldritch blast.
Golden Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 5(1d4+3) Piercing damage.
Eldritch Blast. Ranged Weapon Attack: +9 to hit, range 120 ft., 1 target. Hit: 10(1d10 + 5) force damage.
Enter the description for how bonus actions work for your monster here.
Change of mind (1/Day). When a creature within 60 ft of Brezzik targets him with an attack, he can use his reaction to force the creature to make a Wisdom saving throw (DC 14). On a failed save the creature must choose a new target or lose the attack or spell.
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
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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:
- 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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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