Staff of the pact keeper(+3). Daemon prince has +3 to spell attacks and its spell save DC, it can also spend an action to regain the use of one spell of 5th level or lower once per day.
Warp Armour. The daemon prince is clad in bright blue plate mail. This armour shimmers as light reflects and refracts on it, creating a hypnotic effect on those who watch it. Any creature within 10 feet of the daemon prince must make a Wisdom save at the start of their turn. On a failed save, the creature is enthralled by the refracting light and has disadvantage on any attack roll against the daemon prince. On a successful save, the creature is unaffected by the light.
Spellcasting. The daemon prince is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). The daemon prince has the following spells prepared:
At will: Maddening Blast, Prestidigitation, Blade Burst, Mind Sliver
3/day each: Dissonant Whisper(5th level), Tasha's Hideous Laughter, Detect thoughts, Phantasmal force, Mind spike (5th level), Clairvoyance, Sending, Evard's Black Tentacles, Phantasmal killer(5th level), Dominate Person, Telekinesis.
1/day each: Mental Prison, Plane Shift, Dark Star, Time Stop
Innate Spellcasting. Daemon prince's innate spellcasting ability is Intelligence (spell save DC 24, +16 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: mage armour, speak with dead, jump, disguise self.
Multiattack. The daemon prince makes four maddening blast attacks or two (four) tendril attacks.
Tendril. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage. The daemon prince can grapple the target (escape DC 24) before dealing damage.
Maddening Blast. Ranged Weapon Attack: +16 to hit, range 300 ft., one target. Hit: 13 (1d10 + 7) psychic damage.
Maddening Whispers (Recharge 5-6). The daemon prince utters words of horror and madness; any creature within 30 feet of the daemon prince must make a DC 24 Wisdom saving throw. On a failed save, the creature takes 8d6 psychic damage and is under the effect of confusion until the end of the creature's next round. If the creature succeeds on the saving throw, it takes half damage, is unaffected by the confusion, and is immune to the maddening whispers for 24 hours.
Summon Eldrich Tendrils (1/day). The daemon prince can call upon its master's power, allowing it to manifest additional limbs and tendrils. The tendrils have a strength score of 22 and increase the daemon prince's strength to 22. The added limbs grant two additional tendril attacks and weigh the daemon prince down, halving its movement speed. The daemon prince can dismiss the tendrils with a bonus action.
Entropic Ward. The daemon prince can raise a ward to protect itself by warping the space surrounding itself, increasing its armor class by 7. This ward dissipates after one attack.
The daemon prince can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The daemon prince regains spent legendary actions at the start of its turn.
Move. The daemon prince moves up to its speed without provoking opportunity attacks.
Weapon Attack. The daemon prince makes one weapon attack.
Cast Spell (Costs 2 actions). The daemon prince casts a spell.
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
The Daemon prince of Tzeentch, a former mortal and servant of the Chaos God Tzeentch, accomplished so much for the Lord of Change that they were transformed into an immortal Daemon Prince; an immortal daemon, and master of magic greater than any mortal could imagine.
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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