Aura of Despair. Aginor radiates a malign aura in a 10’ radius that causes enemies to take a –2 penalty on saves.
Devil's Sight. Magical darkness doesn't impede Aginor's darkvision.
Legendary Resistance (3/Day). If Aginor fails a saving throw, she can choose to succeed instead.
Magic Resistance. Aginor has advantage on saving throws against spells and other magical effects.
Regeneration. Aginor regains 15 hit points at the start of his turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.
Innate Spellcasting. Aginor's innate spellcasting ability is Charisma (spell save DC 26). He can innately cast the following spells, requiring no material components:
At will: dispel magic, detect evil and good, bestow curse, invisibility (self only), blight 3/day each: blade barrier, dispel evil and good, earthquake, harm, resurrection 1/day each: Imprisonment, power word stun, greater restoration, weird
(Use at your own risk) Spellcasting. The Nightmare Lord is a 18th-level spellcaster. Its spellcasting ability is charisma (spell save DC 26, +18 to hit with spell attacks). He casts these spells innately not requiring material components. Aginor has the following Cleric spells prepared:
Cantrips (at will):Guidance, Light, Resistance, Sacred Flame, Spare the Dying, Thaumaturgy 1st level (4 slots): Bane, Command, Guiding Bolt, Cure Wounds, Inflict Wounds, Shield of Faith 2nd Level (3 slots): Aid, Hold Person, Lesser Restoration, Silence, Warding Bond 3rd level (3 slots): Dispel Magic, Mass Healing Word, Protection from Energy, Remove Curse Revivify, Spirit Guardians 4th level (3 slots): Death Ward, Freedom of Movement, Locate Creature 5th level (2 slots): Commune, Flame Strike, Greater Restoration, Mass Cure Wounds 6th level (2 slots): Blade Barrier, Harm, Heal, True Seeing 7th level (1 slot): Etherealness, Fire Storm, Regenerate, Resurrection, 8th level (1 slot): Antimagic Field, Earthquake, UnHoly Aura 9th level (1 slot): Astral Projection, Gate, True Resurrection, Storm of Vengeance
Multiattack. Aginor makes 3 attacks with Exitium (using unholy smite if available).
Exitium. Melee Weapon Attack: +21 to hit, reach 10 ft., 1 target. Hit: 27 (4d6 + 13) slashing damage plus. Hit points lost to this weapon can only be regained through a long or short rest, not by magic, regeneration or any other means. When a target is hit it is afflicted by wounding , at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 22 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 22 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Unholy Smite (Recharge 5-6). Using Exitium or some other weapon Aginor smites a creature, this action fails if the creature has an evil alignment. When Aginor smites a creature he make a melee weapon attack against the creature. This attack does an extra 50 (10d8) necrotic damage and on failed DC 24 constitution saving throw the target is also stunned for one minute. The target may make the saving throw at the end of each of its turns to cure the stunned conditions.
Protective Aura. Aginor can exude a protective aura against good creatures. Against attacks and spells made by such creatures enemies have a +4 to AC and saving throws to anyone within 20' of Aginor. Otherwise it functions as Magic Circle against good creatures rather than a type of creature and Globe of Invulnerability both of these have a range of 20'. This aura can be dispelled but Aginor may recast it again as a bonus action on his next turn.
Aginor can make 2 reactions per round but only 1 per turn.
Devastating Ripost (Recharge 4-6). When an attack is made or spell is cast against Aginor, he can attempt to counteract it. Against melee attacks Aginor attempts a parry to the attack, Aginor must make a strength check (DC 10 + the attackers proficiency and strength bonus), on a succes the attack fails and Aginor may make an attack against the attacker.
If Aginor is the target of a spell he may attempt to counterspell it as well. If the spell is 3rd level or lower, it fails and has no effect. If the spell is 4th level or higher, Aginor makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.
The Nightmare Lord can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Aginor regains spent legendary actions at the start of his turn.
Teleport. The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
Crippling Gaze (Costs 2 Actions). The Nightmare Lord targets one creature it can see within 30 feet of it. If the target can see it, it falla prone and is afflicted by wounding. When a target is hit it is afflicted by wounding , at the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 22 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 22 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
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
An overwhelming aura of evil immediately brings your attention to the angelic man before you. Tall and powerfully built he wears bloodstained ornate full plate from which black-feathered wings spread. He confidently wields a large serrated greatsword with amazing speed and strength. He has long pale blond hair and cold hateful blue eyes that seem to see right into your soul.
(For DM only) I was unsure where to put this but Aginor may also hold these magic items: Exitium +3 silver wounding greatsword, +3 mithril plate, belt of cloud giant strength, +3 amulet of health, and a +2 ring of protection. (Stat buffs have already been taken into account).
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.
Aura of Evil. Aginor also radiates an aura of evil, that puts creatures on edge, this aura extends 120 feet from Aginor and any creature within this aura must also make a DC 22 wisdom saving throw or be frightened until they leave the aura or until the aura dissipates after Aginor is slain. Creatures may try the saving throw again at the end of their turns. A creature that has already been affected or succeeds the saving throw cannot be frightened until the next day. This aura last 1d6 after Aginor is slain.
Comments