Special Traits:
- Dark Devotion. Arvok has advantage on saving throws against being charmed or frightened.
- Spellcasting. Arvok is a 14th-level spellcaster. His spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He has the following spells prepared:
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [Eldritch Blast], [Mage Hand], [Minor Illusion], [Prestidigation]
1st level (4 slots): [Charm Person], [Shield], [Mage Armor]
2nd level (3 slots): [Hold Person, Mirror Image]
3rd level (3 slots): [Counterspell], [Fireball]
4th level (3 slots): [Blight], [Dimension Door]
5th level (2 slots): [Cloudkill], [Wall of Force]
6th level (1 slot): [Circle of Death]
7th level (1 slot): [Finger of Death]
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Multiattack. Arvok makes two melee attacks or casts one spell and makes one melee attack.
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Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
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Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 9 (1d10 + 4) force damage.
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Rotting Gaze (Recharge 5-6). Arvok targets one creature he can see within 30 feet of him. The target must succeed on a DC 17 Constitution saving throw or take 36 (8d8) necrotic damage and be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if Arvok is within line of sight, ending the effect on itself on a success.
Arvok 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. Arvok regains spent legendary actions at the start of his turn.
- Cantrip. Arvok casts a cantrip.
- Teleport. Arvok magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
- Life Drain (Costs 2 Actions). Arvok targets one creature he can see within 30 feet of him. The target must succeed on a DC 17 Constitution saving throw or take 21 (6d6) necrotic damage, and Arvok regains hit points equal to the damage dealt.
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
Arvok, the Cult Leader of the Crimson Eclipse, is a gaunt, imposing figure clad in dark, ritualistic robes adorned with crimson runes. His piercing, red-tinged eyes and pale, ashen skin give him an eerie, otherworldly presence. Charismatic and fanatical, he wields dark magic with a ruthless determination to bring about Malrog's return.
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.
Previous Versions
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8/23/2024 3:15:20 PM
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Coming Soon
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