| Mod | Save | ||
|---|---|---|---|
| STR | 24 | +7 | +7 |
| DEX | 24 | +7 | +15 |
| CON | 18 | +4 | +8 |
| Mod | Save | ||
|---|---|---|---|
| INT | 20 | +5 | +5 |
| WIS | 20 | +5 | +5 |
| CHA | 20 | +5 | +5 |
Possession. After Zeisheir Ervorn dies, he transforms into Zeisheir Ervon, Herald of Chaos's Miracle.
Magic Resistance. Zeisheir has advantage on saving throws against spells and other magical effects.
Cunning Awareness. Zeisheir cannot be the target of opportunity attacks apart from any resulting from the effects of Call of the Primordials. Zeisheir also has a +4 on Dexterity saving throws.
Call of the Primordials. Up to 3 targets within 50 ft. must make a DC 14 Dexterity saving throw. On a failed save, the targets all must make a DC 14 Constitution saving throw, taking 36 (8d8) Force damage on a failed save or half as much on a successful Constitution save. On a successful Dexterity save, creatures within melee range of Zeisheir may use a reaction to make an opportunity attack.
Arms of Chaos. Melee Weapon Attack: +7 to hit, reach 10 ft., 3 targets. Hit: 31 (6d8 + 4) Slashing damage. The targets must make a Constitution saving throw. On a failed save, reduce the targets' movement speed by half until Zeisheir's next turn.
Weapon of Elspeth (melee). Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 18 (4d8) Slashing damage plus 9 (2d8) Force damage
Weapon of Elspeth (ranged). Ranged Weapon Attack: +7 to hit, range 30/90 ft., 1 target. Hit: 18 (4d8) Force damage.
Multiattack. Zeisheir makes 3 attacks from Arms of Chaos or Weapon of Elspeth.
Primordial Energy. Zeisheir heals himself for 9 (2d8) hit points.
Blink of the Eye. When targeted by a non-magical attack, Zeishier makes a DC 14 Dexterity saving throw. On a successful save, Zeishier can use the dodge action with the effect remaining until the end of the current turn.
Zeishier can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Zeishier regains spent legendary actions at the start of its turn.
Move. Zeishier moves up to his speed. This movement does not provoke opportunity attacks.
Attack. Zeishier makes one attack.
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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