| Mod | Save | ||
|---|---|---|---|
| STR | 12 | +1 | +1 |
| DEX | 18 | +4 | +6 |
| CON | 14 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +3 |
| CHA | 18 | +4 | +4 |
Resistances: radiant, necrotic
Guiding Lash.
+7 to hit.
Hit: 10 (2d6+3) radiant damage, and next attack against the target has advantage.
Blessing of the Fallen (3/day).
A friendly creature within 30 ft. gains 2d8 temporary HP and advantage on its next saving throw.
Haunt of Heroes (Recharge 5–6).
20-ft. radius. All enemies make a DC 15 Wis save or become frightened for 1 round.
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
Benign undead-like celestials manifesting from holy prayers.
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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