Divine Voice. Amarandine’s voice carries unnatural power. She has advantage on Persuasion checks and can be heard clearly up to 300 feet away.
Blessing of Helm. When Amarandine or an ally within 30 feet fails a saving throw, she can use her reaction to allow them to reroll.
Unshakable Resolve. Amarandine has advantage on saving throws against being frightened or charmed.
Amarandine is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks).
Cantrips (At Will): Guidance, Sacred Flame, Thaumaturgy
1st Level (4 slots): Shield of Faith, Healing Word, Command
2nd Level (3 slots): Hold Person, Lesser Restoration, Spiritual Weapon
3rd Level (3 slots): Dispel Magic, Revivify, Spirit Guardians
4th Level (3 slots): Banishment, Guardian of Faith, Death Ward
5th Level (2 slots): Greater Restoration, Holy Weapon
6th Level (1 slot): Heroes’ Feast
Mace of the Speaker. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d8 + 5) bludgeoning damage plus 5 (1d10) radiant damage.
Sacred Flame. Ranged Spell Attack: One creature within 60 ft. must make a DC 17 Dexterity saving throw or take 13 (3d8) radiant damage.
Healing Word (Bonus Action). The cleric restores 15 (3d4 + 7) hit points to a creature within 60 feet.
Mass Healing Word (Recharge 5-6). Amarandine heals up to six creatures within 30 feet for 20 (5d4 + 7) hit points.
Divine Intervention (1/Day). When an ally within 30 feet drops to 0 HP, Amarandine can use her reaction to restore them to half their hit points.
Word of Helm. When an enemy within 30 feet attempts an action, Amarandine can use her reaction to force them to make a DC 17 Wisdom saving throw or lose the action.
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.
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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