Large Beast, Neutral Good
Armor Class 18 Natural Armour
Hit Points 229 (18d12)
Speed 40 ft., climb 30 ft.
STR
18 (+4)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws INT +8, WIS +7, CHA +9
Skills Acrobatics +4, Athletics +4, Perception +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened
Senses Darkvision 40 feet. Can see through magical darkness. , Truesight 10, Passive Perception 20
Languages Abyssal, Celestial, Common understands_can speak telepathically (25 feet), Infernal
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Intimidating Aura: Each creature within the Absolver's presence of 60 feet must make a Charisma saving throw (15) or be Frightened for 1 minute. A creature can repeat it's saving throw at the end of each of its turns, ending on a success. If a creatures saving throw is a success or the effect is ended for it, they are no longer frightened and immune to the Absolver's Intimidating Aura for 24 hours. 

 

Spellcasting: The Absolver is able to cast the following spells:

  • Divination (once per day)
  • Tsunami (once per day)
  • Earthquake (once per day)
  • Call Lightning (once per day)
  • Bane (#3)
  • Detect Evil and Good (at will)
  • Remove Curse (at will)

The Absolver can detect and predict the occurrence of natural disasters and phenomena. 

Actions

Pounce: If the Absolver moves at least 20 feet straight forward to a target and hits with its Black Talons, the target must make a Strength save (DC 16) or be knocked prone. All in the same turn, if the target is prone the Absolver may make an attack with its Scythe Horn as a bonus action. 

Black Talons: The Absolver makes a melee attack with its sharp claws. Reach 5 feet, (+5) to hit, on hit one target takes 2d8+6 slashing damage. 

Scythe Horn: The Absolver slices the target with its curved horn. Reach 5 feet, (+3) to hit, on hit one target takes 2d12 +4 slashing damage. 

Dark pulse: The Absolver emits a blackish-purple shockwave from itself to those around it, imbued with dark thoughts. Ranged attack 25 feet centred on the Absolver, creatures in range must make a Charisma saving throw (DC 16) those that fail take 3d4+3 psychic damage, those that succeed take half as much. 

Reactions

Cloak of Shame: As a reaction; outside of combat the Absolver can become invisible as often as it likes. However, this invisibility dissipates when it interacts with objects, casts spells, takes damage, and when the Absolver howls. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Perish Howl: As an Action the Absolver chants an eerie and unsettling howl. All creatures that are able to hear the howl in 60 feet radius of the Absolver are put on a timer for 5 rounds. When a creature's perish count reaches 0 they fall unconscious. This effect can be removed by Remove Curse or Dispel Magic, or if the recipient disengages from the fight. Absolver's are immune to their own effects of Perish Howl. If an Absolver chooses to howl again, the Perish timer is reset back to 5 rounds. 

The perish countdown is displayed on the targets left arm in a black tally, similar to a vanishing tattoo. 

Description

A beast with a white coat and blackened tarnished soul skulks around the land almost never appearing before humans, except when it howls at their settlements. An eerie melancholic bellow, that is often followed by disaster the following 3 days. The Beast of Bad Luck, The Harbinger of Doom are a couple of its many names that mortals scorn the Absolver with. Many townsfolk and villagers, lack the bravery to go ahead and seek the Absolver, claiming that it those faint of heart will immediately expire upon laying eyes onto it, and those hearing the howl will be cursed. 

But the Absolver is only there to warn the mortals of their oncoming peril, it does not seek out combat or conflict with the mortal races. It instead longs to be cured of its sin by the gods of the world and be accepted back into their good graces where it once stood proud. 

The Absolver is able to sense the oncoming natural disasters through its scythe shaped horn, and is easily quite as sharp. 

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.

Habitat: Mountain

Toby_Axis

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