Traits
Dark Fire (Recharge 5-6)
Anor’s flames are imbued with dark energy, dealing both necrotic and fire damage. When Anor casts a fire-based ability (Inferno Burst or Wall of Flames), all creatures affected must also make a DC 16 Constitution saving throw or take an additional 4d6 necrotic damage, half on a successful save.
Flame Bind (Recharge 5-6)
Anor can target one creature within 60 feet, attempting to ensnare them in chains of searing flame. The target must succeed on a DC 17 Strength saving throw or be restrained. While restrained, the creature takes 2d6 fire damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns to break free.
Heated Aura
Anor emits an aura of intense heat within 15 feet. Any creature that ends its turn within this range takes 2d8 fire damage. Creatures resistant to fire take half damage, while creatures immune to fire are unaffected.
Magic Resistance
Anor has advantage on saving throws against spells and other magical effects.
Magic Weapons
Anor’s attacks are magical.
Multiattack
Anor makes two attacks with its Burning Sword.
Burning Sword
Melee Weapon Attack: +8 to hit, reach 10 ft., one target.
Hit: 18 (2d10 + 4) slashing damage plus 9 (2d8) fire damage.
Inferno Burst (Recharge 5-6)
Anor exhales a 30-foot cone of searing flames. Each creature in the area must make a DC 17 Dexterity saving throw, taking 8d6 fire damage on a failed save, or half as much on a successful one. This ability also triggers Dark Fire, potentially dealing additional necrotic damage.
Wall of Flames (3/day)
Anor summons a 30-foot-long, 10-foot-high, and 1-foot-thick wall of black and red flames at a point it can see within 60 feet. The wall remains for up to 1 minute and deals 5d8 fire damage to any creature that enters it or starts its turn in its area. The wall is opaque, blocking line of sight. Creatures adjacent to the wall must succeed on a DC 17 Dexterity saving throw or take the damage when the wall appears.
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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