Divine Display. If a creature that can see the cothaw ishub starts its turn within 120 feet of it, it can force a DC 22 Wisdom saving throw on the creature. On a failed save the creature is charmed by the cothaw ishub, falling prone and prostrating itself. The creature can repeat this save at the end of each of its turns, ending the effect on itself on a success.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so it has disadvantage on attack rolls against the cothaw ishub until the start of its next turn. If the creature looks at the cothaw ishub in the meantime, it must immediately make the saving throw.
Innate Spellcasting. The cothaw ishub's spellcasting ability is Charisma (spell save DC 22, +14 to hit). The cothaw ishub can innately cast the following spells, requiring no material components:
At will: daylight, dawn, flame strike, guiding bolt
3/day: flesh to stone, sunbeam
2/day: fire storm, prismatic spray
1/day: prismatic wall
Legendary Resistance (3/day). When the cothaw ishub fails a saving throw, it can choose to succeed instead.
Magic Resistance. The cothaw ishub has advantage on saving throws against spells and other magical effects.
Multiattack. The cothaw ishub makes 3 attacks, one with its beak, and two with its radiant quill.
Beak. Melee Weapon Attack: +10 to hit, reach 10 ft., 1 target. Hit: 14 (3d6 + 4) piercing damage.
Radiant Quill. Ranged Weapon Attack: +10 to hit, range 120/400 ft., 1 target. Hit: 14 (3d6 + 4) piercing damage plus 21 (6d6) radiant damage. The target must then make a DC 22 Wisdom saving throw or be reduced to 0 hit points.
Gleaming Majesty (Recharge 5-6). Th cothaw ishub spreads its wings high overhead, wingtips nearly touching. A blast of radiant light expands from the outstretched wings in a 120 foot cone. Each creature caught in the cone must make a DC 22 Wisdom saving throw. On a failed save a creature is charmed by the cothaw ishub and must follow its telepathic commands. Creatures can repeat this saving throw at the end of each of their turns, ending the effect on a success. Creatures can make the save immediately, with advantage, if the cothaw ishub damages them.
The cothaw ishub 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. Spent legendary Actions are regained at the start of each turn.
Elegant Evasion. The cothaw ishub moves up to half of its movement speed without provoking attacks of opportunity.
Light Burst (Costs 2 Actions). The cothaw ishub raises its wings, focusing celestial light. Each creature of the cothaw ishub's choosing within 60 feet of it must make a DC 22 Constitution saving throw or be blinded until the beginning of the cothaw ishub's next turn.
Blaze of the Glorious (Costs 3 Actions). The cothaw ishub flies into the air, moving 20 feet straight up without provoking attacks of opportunity. At the top of its movement it unleashes a 120 foot sphere of radiant fire. Each creature within this area must make a DC 22 Constitution saving throw or take 45 (10d8) radiant damage, or half as much on a save.
Description
The cothaw ishub is a legendary beast thought only to exist in myth; in reality they are very real, and very rare. Regarded by many as divine vessels on the material plane, these birds exhibit powerful divine magic.
It appears as a giant bird, 15 feet tall when standing, with a wingspan of well over 50 feet. Its head, that of a noble eagle, is topped with brilliant silver and gold feathers. Its soft underfeathers catch the light, causing it to constantly appear iridescent.
Though smaller and weaker than a roc, they blindly follow and protect the cothaw ishub, lending credence to the theory that they are somehow divine. The iridescent feathers of a cothaw ishub possess the ability the charm and dominate creatures.
Even a single feather from such a beast is worth an incredible fortune, as it is seemingly made of pure gold, and possess enough potent magic to grant spellcasting abilities. Cothaw ishub launch these feathers at adversaries, sadly they are often impossible to harvest as they tend to slay whomever they strike.
Lair and Lair Actions
Cothaw ishub lair only in the loftiest of peaks; oftentimes only reachable by flying, as climbing to them is nearly impossible. Their nests rest at the summit of high mountains and are often surrounded by the nests of lesser avians, including those of rocs. They roost above cloud cover so light from the sun and stars always manages to shine on them; they never descend themselves, using their loyal followers to hunt for them.
Lair Actions
On initiative count 20 (losing initiative ties), the cothaw ishub takes a lair action to cause one of the following effects; the cothaw ishub can’t use the same effect two rounds in a row:
- The cothaw ishub lets out a high pitched cry, drawing forth its allies. 1d4 rocs appear to aid and defend the cothaw ishub; a lair has a maximum of 4 rocs.
- The cothaw ishub flaps its wings, summoning forth powerful, harrying winds. Up to 100 10 foot cubes of strong wind appear within the lair. Ranged attacks that pass through these areas of wind have disadvantage and creatures attempting to move through them have halved movement speed. These cubes dissipate after one round.
Regional Effects
The region containing a legendary cothaw ishub’s lair is heavily influenced by the beast's magic, which creates one or more of the following effects:
- Birds with 5 miles of the lair act as spies for the cothaw ishub, and it can see through their eyes.
- Low hanging clouds and mist pervade the area around the lair for 7 miles. This cloud cover halts only near the summit of the eyrie and makes all sight-based perception checks be done with disadvantage.
- Within 1 mile of the lair, light chiming sounds can be heard. These sounds prevent long rests, unless the creature has some way of drowning out the sound.
If the cothaw ishub dies, these effects fade over the course of 4d10 days. The birds go back to normal immediately.
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