Spellcasting. Anzamazz is a 20-level spellcaster. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). Anzamazz has following Wizard spells prepared:
Cantrips (at will): Light, Mage Hand, Prestidigitation, Acid Splash
3/ Day each: Lightning Bolt, Shatter, Scorching Ray, Fireball
2/ Day each: Animate Object, Bigsby's Hand
1/ Day each: Teleport, Scrying, Legend Lore
Forever 91. Anzamazz stopped aging at 91, and can only die if killed.
Magic Resistance. The archmage has Advantage on saving throws against spells and other magical effects.
Quick Snooze Anzamazz can gain the benefits of a short rest with a nap 1d6 minutes or longer.
Call Stick. Anzamazz can summon his walking stick to hop steadily towards him, as long as it is within earshot.
Meaningful Look. Anzamazz can use his reaction to give a one word command to a humanoid who can see him. Make a DC14 Charisma saving throw. On success, the target must stop the action they are doing. On failure the Target must do what he commands, as long as it does not harm any creature.
Description
An old old old old old man, once was an archmage. long beard, pointy hat, robes, you get the picture.
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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