Special Trait Name. Enter the description for your special trait.
The Arcane Ballista has following spells prepared:
Caster must syphon their own spell slot into the Arcane Ballista as an Action.
1st level (# slots): Guiding Bolt, Chaos Bolt
2nd level (# slots): Shatter, Darkness
3rd level (# slots): Lightning Bolt , Fireball
Magic Resistance. The arcane ballista has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcane ballista's weapon attacks are magical.
Siege Monster. The arcane ballista deals double damage to objects and structures.
Multiattack. The arcane ballista makes two arcane bolt attacks.
Arcane Bolt. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 20 (2d10 + 4) piercing damage.
1st Level Spell (3/Day)
2nd Level Spell (2/Day)
3rd Level spell (1/Day)
Selfdestruct: Once the Arcane Core is destroyed, it detonates,causing it to explode into fusion blast. All creatures in a radius of 20ft suffer 20d10 Pure Arcane damage.
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.