| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 16 | +3 | +3 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 16 | +3 | +3 |
| WIS | 16 | +3 | +3 |
| CHA | 20 | +5 | +5 |
Trait Name. Enter the description for your special trait.
Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [ability score] (spell save DC #, +# to hit with spell attacks). The [monster name] has following [class name] spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level (# slots): [spell name], [spell name]
Multiattack. The Masque of Mulrith makes two attacks with its rapier, and can cast a cantrip. They can also cast a a spell of 1st level and make one attack
Rapier. Melee Weapon Attack: +7 to hit, reach 5ft., 1 target. Hit: # (1d8 + 4) [damage type] damage.
Corrupting Smite. On a successful hit, the Masque may consume a spell slot to do an additional 2d8 + 1d8 per spell level beyond the 1st psychic damage.
Spellcasting. The Masque of Mulrith is a 12th level spell caster with a spell save DC of 18
Cantrips
Mage Hand
Minor Illusion
Prestidigitation
Vicious Mockery2d4 Psychic
Level 1 5 slots
Charm Person
Healing Word
Ray of Sickness
[Tooltip Not Found]
Sleep
Level 2 4 slots
Blindness/Deafness
Invisibility
Hold Person
Heat Metal
Shatter
Level 3 4 slots
Counterspell
Fireball
Slow
Level 4 3 slots
Confusion
Phantasmal Killer
Polymorph
Level 5 2 Slots
Dominate Person
Bardic Inspiration
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d8). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
O O / Short Rest
Cutting Words
As a reaction when a creature (that's not immune to being charmed) you can see within 60 ft. makes an attack roll, ability check, or damage roll, you can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. You can do so after the roll but before knowing the result.
Counter Spell (3rd Level)
Legendary Resistance 0 0
Choose to resist a failed save. Two Charges
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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