Medium Undead, Any Chaotic Alignment
Armor Class 13 natural armor
Hit Points 58 (12d8 + 10)
Speed 30 ft., (hover)
STR
10 (+0)
DEX
13 (+1)
CON
10 (+0)
INT
16 (+3)
WIS
4 (-3)
CHA
10 (+0)
Damage Resistances Damage Dealt By Traps, Damage from Spells
Damage Immunities Force, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Metal Weapons
Senses Blindsight (300 ft ( is bind otherwise)) can use to see basic color sense, Passive Perception 14
Languages Primordial , languages it knew in life
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Arcane Form. can fit between 1 inch by 1 inch

Wild Magic. any time the Arcanad casts a spell may have to role on the wild magic table as it has just cast wild magic.

Death Scream. upon death, the Arcanad may use the arcane scream action as a reaction with a 10% damage increase.

No Redemption. after death,  Arcanad will rise again in 1d6 turns as either an Arcanad (at half health), a specter, a ghost, wrath, or some other spirit, or it might become a living spell or it might animate an object (an object nearby like armor on the walls) or body (making a wright or a zombie or something along those lines)

Spellcasting. The Arcanad is a #-level spellcaster. Its spellcasting ability is INT (spell save DC 11, +3 to hit with spell attacks). The Arcanad has following spells prepared:
Cantrips (at will): Control Flames, Eldritch Blast, Mage Hand, (3 more of your choosing) random(determine from all cantrips randomly.
1st - 6th level (# 5): (3 of your choosing) random (determine randomly from all 1st - 6th spells (dose' ent  take slot unless you wish it to))

Actions

Arcane Touch Melee Weapon Attack : +3 to hit, reach 2 ft., 1 target. Hit: 6 (2d4 + 2) force damage. 

Arcane Blast Ranged Weapon Attack : +3 to hit, range 80/120 ft., 1 target. Hit:  16 (3d8+ 4) force damage.

Arcane Pulse (recharge 3) everyone in a 20-foot radius centered upon a point the Arcanad can see and is within 120 ft must succeed on a DC 12 Dexterity saving throw or take 13 (3d6 + 3) force damage or half as much on a success

Arcane Scream (recharge 4-6) everyone within a 230 ft radius centered upon itself must succeed on a DC 17 Wisdom saving throw or take 3 (1d4 +1) force damage and 35 ((4d10 + 1d20+ 5) times 15% of the damage the Arcanad has taken) psychic damage and are stunned for one round as the soul screams out in insanity and pain for all its sanity has ben robed and it is forced into a terrible body with eternal suffering. DMs take this time to inform the players about this Arcanad's personality and possibly some stats.

Reactions

 

Legendary Actions

 

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.

silk444

Comments

Posts Quoted:
Reply
Clear All Quotes