| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +5 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 14 | +2 | +4 |
Vecna’s Embrace. Any creature that starts its turn within 10 feet of Aleitha must succeed on a DC 13 Constitution saving throw or gain 1 level of Necrotic Binding. At 3 levels, the creature dies and rises as a zombie under Aleitha’s control at the start of its next turn. A lesser restoration spell or similar magic removes all levels.
Phantom’s Grasp. Aleitha can move through other creatures and objects as if they were difficult terrain. If she ends her turn inside an object, she takes 5 (1d10) force damage and is ejected to the nearest unoccupied space.
Spellcasting. Aleitha is a 3rd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +4 to hit with spell attacks). She has the following wizard spells prepared:
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Cantrips (at will): chill touch, mage hand
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1st level (3 slots): cause fear, false life
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2nd level (1 slot): hold person
Multiattack. Aleitha makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d8+2[) slashing damage plus paralysis (DC 13 Con save).
Drowning Kiss. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 13) and dragged underwater if possible, taking 1d6 necrotic damage per turn.
Whisper of Vecna. One creature within 30 feet must make a DC 13 Wisdom save or take 2d6 psychic damage and be frightened until the end of its next turn.
Reaction Name. Enter the description for your 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.
Description
Enter a general description for your monster here.
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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