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Aura of Abyssal Dread: Any creature hostile to the paladin that starts its turn within 15 feet of the paladin must make a DC 17 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature's movement speed is halved. A creature can repeat the save at the end of its turns, ending the effect on a success.
- Necrotic Nature: When the paladin is subjected to necrotic damage, it instead takes no damage and regains a number of hit points equal to the damage taken.
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Fiendish Regeneration: The paladin regains 15 hit points at the start of its turn if it has at least 1 hit point and hasn't taken radiant damage since its last turn.
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Dark Fury: When the paladin takes damage from any source, it can use its reaction to emit a burst of necrotic energy. All creatures within 10 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic damage.
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Turn Resistance: The paladin has advantage on saving throws against effects that turn undead.
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Multiattack: The paladin makes two Abyssal Greatsword attacks.
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Abyssal Greatsword: Melee Weapon Attack: +10 to hit, reach 5 ft., one target.
Hit: 21 (4d6 + 6) slashing damage plus 13 (3d8) necrotic damage. -
Abyssal Bolt (Recharge 5-6): A line of dark energy erupts from the Amulet of Dark Gods in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 17 Dexterity saving throw, taking 36 (8d8) necrotic damage on a failed save or half as much on a successful one.
Dark Fury: When the paladin takes damage from any source, it can use its reaction to emit a burst of necrotic energy. All creatures within 10 feet must succeed on a DC 17 Constitution saving throw or take 14 (4d6) necrotic 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.
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