Elemental Attunement
At the start of each of its turns, the Acolyte calls upon one of five elemental spirits, gaining one of the following effects until the start of its next turn:
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Fire: Its attacks deal an extra 1d4 fire damage.
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Water: It gains resistance to all damage.
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Earth: Its AC increases by 1 and it cannot be knocked prone.
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Air: Its speed increases by 20 ft. and attack rolls against it have disadvantage.
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Spirit: It regains 5 hit points and can cast a cantrip as a bonus action.
Spellcasting
The Acolyte is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following spells prepared:
Cantrips (at will): produce flame, gust, ray of frost, guidance
1st level (4 slots): absorb elements, shield, cure wounds
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fireball, tidal wave
4th level (1 slot): ice storm
Elemental Pulse (Recharge 6)
The Acolyte releases a blast of chaotic elemental energy in a 20-foot radius centered on itself. Each creature of its choice in the area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 4d6 damage (choose fire, cold, lightning, or thunder individually per target) and is pushed 10 feet away. On a successful save, the creature takes half damage and is not pushed.
Multiattack
The Acolyte makes two spell attacks or uses Spellstrike twice.
Spellstrike
Melee or Ranged Spell Attack: +7 to hit, range 60 ft. or reach 5 ft., one target.
Hit: 2d8 elemental damage (choose fire, cold, or lightning).
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Bonus Action Name. Enter the description for how bonus actions work for your monster here.
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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