Trait Name. Mirrorstep (Recharge 4–6):
Virellian teleports to any mirror within 60 feet that he can see. This does not provoke opportunity attacks.
Illusory Doppelganger (1/day):
Creates mirror clones of up to 2 party members. Each clone has half the HP of the original and mimics their basic attacks and spells (DM discretion).
Mask of Many Faces (Recharge 5–6):
Virellian steals the appearance and voice of a target within 60 feet for 1 minute. The target must succeed on a DC 16 Wisdom saving throw or be confused (as per confusion) for 1 round.
Shatter Reality (Recharge 6):
Virellian collapses an illusion violently. Each creature within 20 feet of the illusion must make a DC 16 Intelligence saving throw or take 4d10 psychic damage and be stunned until the end of their next turnEnter the description for your special trait.
Spellcasting. Intelligence (Spell Save DC 17, +9 to hit)
Prepared Spells (Illusionist Theme):
Cantrips: Minor Illusion, Prestidigitation, Mage Hand
1st Level: Disguise Self, Silent Image, Mage Armor
2nd Level: Mirror Image, Misty Step
3rd Level: Major Image, Counterspell
4th Level: Greater Invisibility, Phantasmal Killer
1st level (# slots): [spell name], [spell name]
Action Name. reflection swarm
Action Melee Attack. Magical weapon attack +9 to hit, reach 10' ft., 1 target. Hit: 3d8+5 psychic damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Virellian can take 2 legendary actions per round:
Mirror Blink: Move up to 30 ft. through a mirror.
Illusion Surge: Cast a cantrip and create a minor illusion simultaneously.
Reflective Counter: When targeted by a spell, reflect it back if it’s 2nd level or lower (once per round).
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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