Innate Spellcasting (Psionics). The monster's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
1/day each, at 3rd level: color spray, chaos bolt, gust of wind
Legendary Resistance (2/Day). If the monster fails a saving throw, it can choose to succeed instead.
Spider Climb. The monster can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Multiattack. The monster can use its Frightful Presence. It then makes three melee attacks, one with its slam and two with its claws.
Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage plus 6 (1d12) psychic damage.
Claws. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
Frightful Presence. Each creature of the monster’s choice that is within 120 feet of the monster and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the creature is immune to the monster's Frightful Presence for 24 hours.
Debilitating Pulse (Recharge 5–6). The monster emits an intense psychic pulse in a 60-foot cone. Each creature in that cone must make a DC 18 Constitution saving throw. On a failed save, the creature takes 45 (6d12+6) psychic damage and is incapacitated until the end of its next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.
The monster 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 monster regains spent legendary actions at the start of its turn.
Tail Attack. The monster makes a tail attack.
Wing Attack (Costs 2 Actions). The monster beats its wings. Each creature within 10 feet of the monster must succeed on a DC 16 Strength saving throw or take 17 (2d12+4) bludgeoning damage and be knocked prone. The monster can then fly up to half its flying speed.
Teleport (Costs 2 Actions). The monster magically teleports to an unoccupied space it can see within 30 feet of it.
Description
The Cannith Glider Monster is a bizarre and horrifying creation of the Mournland, made of a cluster of Cannith Gliders come to life. Perhaps taking on a form it learned from the memories of the dead, the monster looks somewhat like a headless dragon, with large wings, four claws, and a short tail.
Where individual Cannith Gliders were made to land soldiers safely, the monster uses the collective power of the gliders to deliver greatly magnified pulses of psychic power. Their original mission warped by the weird magic of the Mournland, the monster now views all creatures on land as enemies to be incapacitated and destroyed.
Previous Versions
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10/8/2020 9:30:55 PM
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Coming Soon
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