Blood Frenzy. Gryma has advantage on melee attack rolls against creatures that are not at full hit points.
Dark Devotion. Gryma has advantage on saving throws against being charmed or frightened.
Fear Aura. Any creature hostile to Gryma that starts its turn within 30 feet of her must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn. On a successful save, the creature is immune to this aura for the next 24 hours.
Spellcasting. The [Gryma] is a 8th-level spellcaster. Its spellcasting ability is [Charisma] (spell save DC 13, +5 to hit with spell attacks). She has following [class name] spells prepared:
Cantrips (at will): [Chill touch], [Sapping Sting], [Shocking Grasp], [Thorn Whip]
1st level (4 slots): [mage armor], [arms of hadar], [mind sliver], magic missle]
2nd level (3 slots): [misty step], [darkness], [enthrall]
3rd level (3 slots): [bestow curse], [counterspell], [fear]
4th level (1 slot): [blight]
Multiattack. Gryma makes two attacks: one Arcane Blast and one Bite.
Arcane Blast. Ranged Spell Attack: +5 to hit, range 35 ft., one target. Hit: 19 (3d6 + 8) necrotic damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one grappled or restrained creature. Hit: 9 (2d6 + 2) piercing damage.
Tongue Lash. Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. Hit: 8 (2d4 + 3) slashing damage. If the target is Large or smaller, it must succeed on a DC 13 Strength saving throw or become restrained and pulled up to 10 feet toward Gryma. If the target is pulled adjacent to Gryma, she may attempt a Bite attack for free.
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 2) piercing damage.
Gryma can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature’s turn. She regains spent legendary actions at the start of her turn.
Cantrip. Gryma casts a cantrip.
Tongue Flick. Gryma makes a Tongue Lash attack.
Shadow Step. Gryma teleports up to 15 ft. to an unoccupied space she can see in dim light or darkness.
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
Baroness Gryma is a gaunt, regal figure draped in blood-stained silks. Her elegance is a grotesque mask for the horror beneath. From her sternum to her navel, her torso splits into a massive, vertical maw lined with jagged, un natural teeth and a long, writhing tongue that lashes out with wicked intent.
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.
Comments