Legendary Resistance (3/Day)
If Iymrith fails a saving throw, she can choose to succeed instead.
Magic Resistance
Iymrith has advantage on saving throws against spells and other magical effects.
Stormborn
Iymrith ignores difficult terrain caused by wind, sand, or storms.
Additionally, whenever Iymrith deals lightning damage, she ignores resistance to lightning damage. A creature immune to lightning damage instead has resistance to that damage against Iymrith.
Living Conduit
When a creature within 10 feet of Iymrith hits her with a melee attack, lightning arcs from her body. The attacker takes 5 (1d10) lightning damage.
This damage can occur only once per turn.
Multiattack
Iymrith makes two Arcane Staff attacks, or makes one Arcane Staff attack and uses Storm Bolt.
Arcane Staff
Melee Weapon Attack: +12 to hit, reach 15 ft., one target.
Hit: 20 (3d8 + 7) bludgeoning damage plus 9 (2d8) lightning damage.
Storm Bolt
Ranged Spell Attack: +11 to hit, range 120 ft., one target.
Hit: 22 (4d10) lightning damage, and the target can't take reactions until the beginning of its next turn.
Thunderous Repulsion (Recharge 5–6)
Iymrith releases a concussive blast of magical thunder.
Each creature of her choice within 20 feet must make a DC 19 Constitution saving throw.
On a failed save, a creature takes 27 (6d8) thunder damage, is pushed up to 20 feet away, and is knocked prone.
On a successful save, it takes half as much damage and isn't pushed or knocked prone.
Spellcasting
Iymrith is an 18th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks).
She requires no material components for her spells.
Cantrips (at will): mage hand, minor illusion, ray of frost, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): blur, misty step, shatter
3rd level (3 slots): counterspell, dispel magic, lightning bolt
4th level (3 slots): dimension door, greater invisibility, storm sphere
5th level (3 slots): cone of cold, telekinesis, wall of force
6th level (1 slot): chain lightning
7th level (1 slot): reverse gravity
8th level (1 slot): control weather
9th level (1 slot): meteor swarm
Restrained High Magic
Iymrith understands that her greatest magic can annihilate lesser opponents. Unless she is fighting enemies she considers genuinely dangerous, she deliberately avoids opening combat with her 8th- or 9th-level magic.
This is primarily a DM tool: her highest-level slots represent her lore-level magical power without requiring you to vaporize the party on round one.
Storm Step
Iymrith teleports up to 30 feet to an unoccupied space she can see.
Immediately before or after teleporting, she can cause lightning to strike one creature within 5 feet of either her starting space or destination.
That creature must succeed on a DC 19 Dexterity saving throw or take 10 (3d6) lightning damage.
Iymrith can use Storm Step 3 times per day.
Arcane Rebuke
When Iymrith takes damage from a creature she can see within 60 feet, she can force that creature to make a DC 19 Dexterity saving throw.
On a failed save, lightning arcs from Iymrith to the creature, dealing 13 (3d8) lightning damage.
Counterspell
Iymrith can also use her reaction normally to cast counterspell.
Iymrith can take 3 legendary actions, 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.
Iymrith regains spent legendary actions at the start of her turn.
Detect
Iymrith makes a Wisdom (Perception) check.
Storm Bolt
Iymrith uses Storm Bolt.
Arcane Shift
Iymrith moves up to half her speed without provoking opportunity attacks.
Crackling Spell (Costs 2 Actions)
Iymrith casts a spell of 3rd level or lower that normally has a casting time of 1 action.
She cannot use this legendary action to cast counterspell or another reaction spell.
Wrath of the Storm (Costs 3 Actions)
Iymrith chooses a point she can see within 120 feet. Lightning crashes into a 10-foot-radius, 40-foot-high cylinder centered on that point.
Each creature in the area must make a DC 19 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save or half as much on a successful one.
A creature wearing metal armor has disadvantage on this saving throw.
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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