| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +15 |
| DEX | 16 | +3 | +3 |
| CON | 22 | +6 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +3 |
| CHA | 30 | +10 | +18 |
Trait Name. Can possess others, can also convince others with visions and plays mind games and read minds
Spellcasting. TheYoung Black Monarch is a level 12 spellcaster. Its spellcasting ability is 30. The Young Black Monarch has following spells prepared:
Cantrips (at will): [spell name], [spell name]
1st level 4 : [spell name], [spell name] 2nd level 3: Detect Thoughts 3rd level 3: Major Image
4th level 3: [spell name], [spell name] 5th level 2: Modify Memory 6th level 1/day : Possess Person ( DC 23 ), Telepathic Communication
Action Name:
Multiattack
The Young Black Monarch makes two attacks: one with its Spiked Legs and one with its Wing Gust.
Spiked Legs
Melee Weapon Attack: +X to hit, reach 5 ft., one target.
Hit: 2d6 + STR modifier piercing damage. The spikes cause painful wounds that leave the target bleeding. Until the start of the Monarch’s next turn, the target has disadvantage on Stealth checks.
Wing Gust
The creature beats its grey, patterned wings, unleashing a powerful gust of wind.
Each creature of the Monarch’s choice in a 30-foot cone must succeed on a Strength saving throw or be pushed up to 20 feet away and knocked prone. On a successful save, a creature is pushed 10 feet and isn’t knocked prone.
Ear-Piercing Screech (Recharge 5–6)
The Monarch emits a shrill, bone-rattling screech from its six glowing red eyes.
Each creature of the Monarch’s choice within 35 feet that can hear it must succeed on a Constitution saving throw or be deafened and stunned until the end of the Monarch’s next turn. On a successful save, the creature is deafened until the end of its next turn.
Bonus Action Name:
Wingstorm (Recharge 5–6)
The creature violently flares its wings, creating a crushing wave of air.
Each creature of the creature’s choice in a 30-foot cone must make a Strength saving throw. On a failed save, a creature is pushed up to 20 feet away from the creature and knocked prone. On a successful save, a creature is pushed 10 feet and isn’t knocked prone.
A creature that fails the saving throw takes 3d6 bludgeoning damage, or half as much damage on a successful one.
Wingstorm (Recharge 5–6; While Flying)
While flying, the creature violently flares its wings, creating a crushing wave of air.
Each creature of the creature’s choice in a 30-foot cone must make a Strength saving throw. On a failed save, a creature is pushed up to 25 feet away from the creature and knocked prone. On a successful save, a creature is pushed 15 feet and isn’t knocked prone.
A creature that fails the saving throw takes 3d6 bludgeoning damage, or half as much damage on a successful one.
Cataclysmic Screech (Recharge 5–6)
The creature releases a thunderous scream that fractures air and bone alike.
Each creature of the creature’s choice within 30 feet that can hear the creature must make a Constitution saving throw. On a failed save, a creature is stunned until the end of the creature’s next turn and deafened for 1 minute. On a successful save, the creature is deafened until the end of its next turn.
A creature that fails the saving throw takes 2d8 thunder damage, or half as much damage on a successful one.
Reaction Name:
Updraft Escape
When the monster is targeted by a ranged attack while it is flying, it twists on a sudden current of air.
The monster adds +3 to its AC against the triggering attack, potentially causing it to miss.
Shriek of Defiance
When the monster fails a saving throw, it emits a piercing screech.
The monster gains advantage on the saving throw, potentially turning the failure into a success. Once the monster uses this reaction, it can’t do so again until the start of its next turn.
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
Young Black Monarch
A haunting spectacle of shadow and shimmer, the Young Black Monarch is a newly hatched moth-like entity cloaked in dense, velvety black fur that seems to swallow light. Its six glowing red eyes burn with an unsettling intelligence, flickering like embers in a dying fire. Broad, grey wings patterned with ghostly white markings ripple with an almost hypnotic grace as it moves silently. Each of its six slender legs ends in four razor-sharp spikes, glinting ominously as they scrape the ground.
Though small and newly born, these creatures grow with terrifying speed—reaching maturity within a single week. Upon doing so, they transform into the Adult Black Monarch, a far more formidable and terrifying entity, their power amplified and their presence dominating the shadowed wilds they haunt. Until then, the Young Black Monarch is a deadly predator in its own right, a flickering shadow of the blazing fire cult’s dark designs.
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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