Vampiric Mind Flayer (HT)
Vampiric Mind Flayer é uma criatura do VAN RICHTEN 'S GUIDE TO RAVENLOFT ela está em uma forma com pouca inteligência, essa leitura seria quando essa criatura retoma parte da sua inteligência e entra em sintonia com sua nova natureza. Medium undead, chaotic evil Armor Class 18 Hit Points 351 (54d8 + 108) Speed climb 30 ft, Levitate 30ft. STR 20 (+5) DEX 17 (+3) CON 14 (+2) INT 16 (+3) WIS 12 (+1) CHA 10 (+0) Saving Throws Str +10, Dex +8, Int +8 Skills Arcana +8, Athletics +10, History +8, Perception +6, Stealth +8 Damage Vulnerabilities radiant Damage Resistances necrotic, psychic, bludgeoning, piercing, and slashing from nonmagical weapons Senses darkvision 120ft, passive Perception 16 Languages Deep speech, Undercommon, Telepathy 120 ft Challenge 15 (13,000 XP)
Traits
Blood Frenzy
Vampiric Mind Flayer has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Legendary Resistance (3/Day)
If Vampiric Mind Flayer fails a saving throw, it can choose to succeed instead.
Magic Resistance
Vampiric Mind Flayer has advantage on saving throws against spells and other magical effects.
Spider Climb
Vampiric Mind Flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity
While in sunlight, the Vampiric Mind Flayer has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Unusual Nature
Vampiric Mind Flayer doesn't require air, food, or sleep.
Actions
Multiattack
Vampiric Mind Flayer makes two claw attacks and one Tentacle attack or uses Drink Sapience if it's available or uses Horrifying Visage
Claw
Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage plus 10 (3d6) necrotic damage.
Tentacles
Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage, and if the target is a creature, it is grappled (escape DC 15).
Drink Sapience
The mind flayer targets one creature it is grappling. The target must succeed on a DC 17 Wisdom saving throw or take 14 (8d8) psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the psychic damage dies.
Horrifying Visage (1 / Long Rest )
Each non-undead creature within 60 feet of the Vampiric Mind Flayer that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Vampiric Mind Flayer is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Vampiric Mind Flayer’s Horrifying Visage for the next 24 hours.
Bonus Action
Disrupt Psyche (Recharge 5-6)
The mind flayer magically emits psionic energy in a 30-foot-radius sphere centered on itself. Each creature in that area must succeed on a DC 15 Intelligence saving throw or be incapacitated for 1 minute. The incapacitated creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Actions 3
Claw ( 2 Action )
Vampiric Mind Flayer makes a claw attack
Horrifying Visage (1 / Long Rest ) ( 3 Actions )
Vampiric Mind Flayer uses its Horrifying Visage
Misty Step ( 1 Action )
Vampiric Mind Flayer teleports up to 30ft that it can see to an unoccupied space.
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