Cursed Regeneration. Caesar regains 20 hit points at the start of his turn. If Caesar takes radiant damage, this trait doesn’t function at the start of his next turn. Caesar dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Unholy Presence. Any creature that starts its turn within 20 feet of Caesar must succeed on a DC 18 Wisdom saving throw or be frightened until the start of its next turn. A creature that succeeds on the saving throw is immune to Caesar's Unholy Presence for the next 24 hours.
Innate Spellcasting (Psionics). Caesar's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
- At will: Detect Magic, Eldritch Blast, Fear
- 3/day each: Dispel Magic, Telekinesis, Banishment
- 1/day each: Finger of Death, Plane Shift (self only), Power Word Pain
Cursed Energy Manipulation. Caesar can use his action to empower his attacks with cursed energy for 1 minute. While empowered, his melee attacks deal an additional 14 (4d6) necrotic damage, and his unarmed strikes have a reach of 10 feet.
Multi-Limbed Strikes. Caesar can make two additional unarmed strikes as a bonus action when he uses the Multiattack action.
Multiattack. Caesar makes four attacks: two with his Cursed Claws and two with his Cursed Blade.
Cursed Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 10 (3d6) necrotic damage.
Cursed Blade. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 6) slashing damage plus 14 (4d6) necrotic damage.
Malevolent Domain. (Recharge 5-6). Caesar manifests a cursed domain in a 30-foot radius centered on himself for 1 minute. Within this domain, creatures of Caesar's choice are restrained, and he gains advantage on attack rolls against them. Additionally, any creature that enters the domain or starts its turn there must make a DC 18 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much on a successful one.
Cursed Energy Blast. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 35 (10d6) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be pushed back 20 feet and knocked prone.
Vengeful Roar. (Recharge 5-6). Caesar releases a terrifying roar, forcing all creatures within 60 feet that can hear him to make a DC 18 Wisdom saving throw. On a failed save, a creature takes 27 (6d8) psychic damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.
Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Caesar can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Caesar regains spent legendary actions at the start of his turn.
- Cursed Strike. Caesar makes one Cursed Claw or Cursed Blade attack.
- Teleport. Caesar magically teleports, along with any equipment he is wearing or carrying, up to 60 feet to an unoccupied space he can see.
- Malevolent Glare. Caesar targets one creature he can see within 60 feet. The target must succeed on a DC 18 Charisma saving throw or be paralyzed until the end of its next turn.
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
Enter a general description for your monster here.
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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