Skills. Deception +4, Persuasion +4, Religion +2
Dark Devotion. Crassus has advantage on saving throws against being charmed or frightened.
Spellcasting. Crassus is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Crassus has the following Cleric spells prepared:
Cantrips (at will): Light, Sacred Flame, Thaumaturgy
1st level (4 slots): Command, Inflict wounds, Shield of faith
2nd level (3 slots): hold person, spiritual weapon
Control Zombies. Once per turn, he can use their talisman to control his zombies.
Scimitar. Melee Weapon Attack: +4 to hit, reach 5ft., 1 target. Hit: 5 (1d6 + 2) slashing 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.
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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