1. Narcissistic Majesty Valerius radiates an aura of unearned superiority. He does not walk; he glides. He does not speak; he decrees. He views the party as "legal evidence" rather than living beings.
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Mechanical Effect: Any creature that targets Valerius with an attack for the first time in the encounter must succeed on a DC 13 Wisdom saving throw. On a failure, the creature is momentarily struck by his "divine right to rule" and must choose a different target or lose the attack. (This represents his "Sanctuary"-like ego).
2. Dictator’s Decree Valerius is a master of using magic to enforce "the law." He treats the battlefield like a courtroom.
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Mechanical Effect: When Valerius casts a spell that requires a saving throw (like Hold Person or Thunderwave), he can shout a specific "Law." If a player fails the save, they are also Knocked Prone as they are forced to bow to his authority.
3. Fragile Authority (The Weakness) His power is entirely dependent on his image. If he looks foolish, his magic falters.
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Mechanical Effect: If Valerius is ever Prone, Grappled, or covered in something messy (like mud or a Greasespell), he loses his Narcissistic Majesty trait and has disadvantage on Concentration checks until he can spend an action to fix his appearance.
4. "I Am The Law!" (Reaction) Valerius can manipulate the flow of combat to ensure he is never inconvenienced.
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Mechanical Effect: Once per round, when an ally within 30 feet of Valerius is hit by an attack, Valerius can use his reaction to swap places with that ally (teleporting instantly). The ally takes the hit instead of him.
Multiattack. Valerius makes two attacks with his Vicious Mockery or one attack with his Scepter of Office.
Scepter of Office. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6−1) bludgeoning damage plus 3 (1d6) psychic damage.
Flavor: He doesn't swing the scepter like a warrior; he taps his target dismissively as if "tagging" a piece of evidence.
Dictatorial Decree (Recharge 5–6). Valerius unleashes a wave of authoritative magic in a 30-foot cone. Each creature in that area must make a DC 13 Wisdom saving throw.
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On a failure: The creature takes 7 (2d6) psychic damage and must immediately drop whatever it is holding and fall Prone in a show of forced submission.
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On a success: The creature takes half damage and does not fall prone.
Spellcasting (Action). Valerius casts one of his known spells (typically Hold Person to freeze a "criminal" or Thunderwave to clear a path).
Executive Order (Sorcery Points). Valerius uses his metamagic. He has 3 Sorcery Points:
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Quickened Spell (2 Points): He casts a spell with a casting time of 1 action as a bonus action (e.g., casting Mirror Image and then using his Scepter in the same turn).
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Subtle Spell (1 Point): He casts a spell without somatic or verbal components (great for casting while he is being grappled or "silenced").
"Know Your Place!" When a creature Valerius can see hits him with a melee attack, he flashes his signet ring or glares with magical intensity. The attacker must succeed on a DC 13 Wisdom saving throw or become Frightened of Valerius until the end of its next turn. While frightened this way, the creature's speed is 0.
Shield (Spell). When hit by an attack or targeted by Magic Missile, Valerius can cast Shield to increase his AC by +5(totaling 21) until the start of his 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
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:
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If the [monster name] dies, these effects fade over the course of #d# days.
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