Alaric LaCaria has 3 Legendary Resistances. These replenish on a long rest.
Conquering Smite. On a successful melee attack, Alaric can add a divine smite to his damage roll. Does 3d8 radiant damage. Adds a d8 for each spell slot level higher than 1 (max 6d8).
Spellcasting. Alaric is a lvl 20 spellcaster. Its spellcasting ability is +5 (spell save DC 19, +11 to hit with spell attacks). Alaric has following [class name] spells prepared:
Cantrips (at will): firebolt
1st level (4 slots): Armor of Agathys
2nd level (3 slots): Hold Person, Spiritual Weapon
3rd level (3 slots): Bestow Curse
4th Level (3 slots): Stoneskin, Deathward
5th level (2 slots): Destructive Wrath, Circle of Power
Action . Alaric can make one spell action, or can make 2 melee attacks.
Greatsword of Sharpness. Melee Weapon Attack: +13 to hit, reach 5 ft., 1 target. Hit: (2d6 + 8) Slashing damage. On a object, the target takes max damage, on a creature, if you roll a critical on attack roll, the target takes an additional 14 slashing damage. Then, roll a d20 again, and if you roll another critical roll, Alaric lobs off a creatures limb, effect of which is determined by the DM. If creature has no limbs, Alaric lobs off a portion of its body instead.
Unbroken Conqueror. Once per long rest, as a bonus action, Alaric gains resistance to all damage types, gains a extra reaction, and melee attacks score critical hits on a roll of 19 or 20 for 1 minute.
Osiris's Fiery Rage: Alaric enters into fiery rage, encasing his body in a 10ft flaming aura. Due to his rage, he attacks with advantage, however, all attacks against him are at advantage as well. Any creature inside his aura takes 2d4 Fire damage. This lasts for 1 round of combat.
Parry and Counter. If attacked by melee attack, Alaric can increase his AC by 2 and makes a melee attack on the attacking creature.
Alaric gets 3 Legendary Actions. Legendary Actions are replenished at the start of each round.
Greatsword of Sharpness (1 LA). Makes one attack with greatsword.
Firestep (1LA): Can teleport 30ft leaving a trail of fire 15ft tall in his wake lasting 1 round. Any creature next to or inside the flame takes 4d6 fire damage.
Spell Casting (2 LA): Casts a spell lvl 5 or lower
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
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Lair and Lair Actions
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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:
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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:
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If the [monster name] dies, these effects fade over the course of #d# days.