| Mod | Save | ||
|---|---|---|---|
| STR | 20 | +5 | +10 |
| DEX | 14 | +2 | +2 |
| CON | 20 | +5 | +10 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 14 | +2 | +2 |
| CHA | 18 | +4 | +4 |
This Boss will have 2 separate Phases/Modes.
Consul- Ranged/CC Focus
Infinus- Melee/Tank Focus
Abilities specific to each mode will Begin with the corresponding Mode's Name (IE: [Infinus] Mappa Hunch)
Mode Change will occur at 175 HP or DM Discretion
WHEN LEVINHO CHANGES TO INFINUS, SIZE CHANGES TO LARGE, AND MONSTER TYPE CHANGES TO ABBERATION, AS WELL AS INCREASING ARMOR CLASS TO 19
[Infinus] Living Iron Dominion
At the start of each of its turns:
- Enemies within 15 ft take 5 necrotic damage
- That area is difficult terrain for enemies
Multiattack - Levinho may Make 2 Maul Attack actions or 1 Maul Attack and one other Action
[Consul] Void Maul Aperture
A portal opens within 60 ft. A massive spectral hand swings a maul through it.
Ranged Attack: +7 to hit, 15-ft line from portal
Hit: 16 (3d8 + 3) bludgeoning + 7 (2d6) necrotic
- DC 15 STR Save or be knocked prone and pushed 10 ft
[Consul] Chain Expanse
Two portals manifest within 60 ft.
Chains lash between them.
Each creature in line:
- DC 15 DEX save
- Fail: 18 (4d8) necrotic + restrained
- Success: half damage
Restrained creatures take 5 necrotic at start of turn.
[Infinus] Mappa Maul Strike
The Consul delivers a devastating maul strike.
Melee Weapon Attack: +9 to hit, reach 10 ft
Hit: 17 (2d10 + 6) bludgeoning + 9 (2d8) necrotic
If the same target is hit twice on the same turn:
- DC 15 Constitution save or become frightened until end of next turn
[Infinus] Iron Judgment
The maul slams the ground, fracturing the arena.
All enemies within 20 ft:
- DC 15 STR save
- Fail: 21 (6d6) necrotic + knocked prone
- Success: half damage
Creates a 20 foot square of difficult terrain for 3 turns.
[Consul] Rift Reposition
Move one portal up to 30 ft.
[Infinus] Death Recall
Force a creature within line of sight to make a DC 16 Dex Save or Pull that creature within 30 ft into melee range. The next melee attack against that creature has advantage.
Reaction Name. Enter the description for your action.
LEGENDARY ACTIONS (2/round)
[Consul] Rift Flicker
Teleport a portal 20 ft.
[Consul] Grasp Pull
One creature within 30 ft must succeed on DC 15 STR save or be pulled 15 ft toward a portal.
[BOTH] Spiritual Pressure (Costs 2 Actions)
Creatures within 20 ft of a portal make DC 15 WIS save or are frightened until end of their next turn.
[Infinus] Unstoppable
Gain 10 Temp HP for every enemy within 10 Ft. of you. When this source of Temp HP is reduced to 0, every enemy within 10 Ft. of you makes a DC 14 CON Save and takes 3D8 Necrotic damage, halved if succeeding the save.
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:
- 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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