Special Trait Name: Unnature Reaction: Can Always Take Two Action: Unless The creature is burning
Spellcasting. The [monster name] is a 12-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 18, +6 to hit with spell attacks). The [ Urente Regem/ The Blighted King ] has the following [Cleric] spells prepared:
Cantrips (at will): [Thorn Whip (3d6)], [Resistance (1d4)]
1st level ( 5 slots): [Inflict Wounds (3d10)],
2nd level (4 slots): [Silence], [Spike Growth 25feet Radius 2d4]
3rd level (4 slots): [Revivify Unquie Brings back Creature with 1/4 Hit Point], [Blindness/Deafness]
4th level (4 slots): [Greater Spiritual Weapon 1d12+2], [Death Ward]
5th level (3 slots): [Tree Stride],
6th level (6 slots): [Harm 14d6],
Shove. The target must succeed on a Str./Dex. (it chooses which) saving throw (DC = 8 + Prof. Bonus + Str.) or you can either push it 5 ft. away or cause it to have the Prone condition
Necrotic Grasp: Action Melee Attack. Melee Weapon Attack: +4 to hit, reach 6 ft., 1 target. Hit (2d8 + 10) +(1d4)[Necrotic/ Slashing] damage.
Thron Shot: Action Ranged Attack. RangedWeapon Attack: +5 to hit, range 60/# ft., 2 target. Hit(2d10 + 6) +(1d4)[Piercing/ Necrotic] damage. After use must have an additional turn cooldown.
Ensnaring Grasp: Every person in a 15-foot radius must make a DC 15 DEX Saving or be Ensnare for 2 turns.
Disengage
Greater Spiritual Weapon
Grasping Vine
Call of the Fungus: All Allies gain 10 temporary hp. (once per turn)
Reaction Name: Blood Drinker: If damage (such as P/S/B/NE/FIRE? was done to an enemy within 10 feet of Urente Regem/ The Blighted King. It can roll a 2d10 to heal.
Oppurity Attack
Enter the description of how legendary actions work for your monster here.
Legendary Resistance: Legendary Action Name (Costs 1 Reaction). Enter the description for your legendary action. They can reroll any die of their choosing. (3 times/A day)
Mistic Escape: When Creature is 1/2 hp teleport to coffen.
Blaze of the Enrage: Legendary Action: When the creature reaches 1/3 hp it erupts into a blaze. This causes the creature to gain resistance to fire and all its attacks including spells gain 1d10 of fire damage. However, the Creature takes 2d10 Fire Damaged
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
A haunting figure emerges from the shadows, its body a delicate yet unnerving mass of long, slender branches twisted together in a chaotic dance. The gnarled wood curls and spirals, forming the silhouette of a humanoid shape that seems both fragile and sinister. Each branch, dark and smooth, intertwines as though nature itself has woven them into this eerie being. Sprouting from its form are vibrant crimson flowers, their petals unnaturally vivid against the dusky wood, whistling faint, ghostly tunes in the wind. The flowers sway with an unsettling grace, adding a touch of macabre beauty to the figure’s presence—both a symbol of nature's elegance and a silent witness to something more terrifying lurking within. The creature stands as a paradox of allure and dread, a mesmerizing embodiment of beauty and horror intertwined.
Lair and Lair Actions
The creature's lair is a chilling and oppressive space, where the air hangs heavy with a biting cold that seeps deep into the bones. Darkness clings to every corner, casting long shadows across the uneven ground. The silence is suffocating, broken only by the soft rustling of unseen movements. Despite the gloom, the ground is speckled with the vivid red of countless crimson flowers, their vibrant hues in stark contrast to the dreariness of the lair. Each bloom seems alive with sinister energy, whistling soft, eerie melodies that linger in the air like an ancient, forgotten song.
At the heart of this desolate place stands a towering tree, gnarled and ancient, its bark as black as the void. The twisted branches reach out like skeletal arms, devoid of leaves and life, save for the single massive coffin bound to the trunk. The coffin is suspended there, held by thick, vine-like roots that curl around it as though protecting or imprisoning what lies within. Its surface is dark and weathered, etched with cryptic symbols, exuding an unsettling sense of dread. The air around the tree feels thicker, and colder, as though the very presence of the coffin corrupts the atmosphere. The lair itself seems to revolve around this macabre centerpiece, the red flowers forming a ring around the tree, pulsating faintly with an unnatural life force, as if feeding off the darkness within the coffin.
Lair Actions
On initiative count 4 (losing initiative ties), the [ Urente Regem/ The Blighted King ] takes a lair action to cause one of the following effects; the [ Urente Regem/ The Blighted King ] can’t use the same effect two rounds in a row:
- The monster can choose to gain 25hp back
- Summon a low-tier plant monster
Regional Effects
The region containing a legendary [ Urente Regem/ The Blighted King’s lair one or more of the following effects:
- When Urente Regem/ The Blighted King is at 1/2 this causes the party to make a DC 14 Constitution save failing to give the players bone chill for two turns, and 1d8 Necrotic damage
- When Urente Regem/ The Blighted King is at 1/3hp this causes all spots of red flowers to become on fire causing burning dealing 1d4 burning per turn.
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