Absorption: Any creature in the path of this creatures movement is absorbed and dies if it doesn’t roll a DC 15 con or DEX saving throw.
Tar: can be set on fire for an unlimited time. Can spread grease.
Duel of the union: can use Spear twice per turn.
Tar: throws a ball of tar within 40ft +6 4D6
Tar rain: a 40ft cone of tar falling. +7 3D8
Fireball 30ft DC 15 DEX save to dodge. 8D6 searing.
flaming whip: 10ft range +8 2D10
Throw: can throw up to two target creatures 30ft away dealing +9 3D6 and knocking creatures prone.
Spear: a spike of tar with +4 4D8 piercing.
Liquid pain: if a creature misses an attack against this creature it is now affected by the grease spell.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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 wizard wearing pure read cursed to chase a gemstone. Legs replaced with tentacles made of tar and once fully red clothes turned black stained with charcoal.
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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