Huge Fiend, Chaotic Evil
Armor Class 15 Natural
Hit Points 138 (12d12 + 5)
Speed 60 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
4 (-3)
WIS
4 (-3)
CHA
14 (+2)
Saving Throws DEX +5, CON +8
Skills Athletics +8, Intimidation +5, Perception +3
Damage Vulnerabilities Radiant
Damage Resistances Poison
Damage Immunities Necrotic
Condition Immunities Charmed, Frightened, Restrained
Senses Darkvision 100ft Pure Dark as if it was bright light, Unknown Can sense Negative emotions from 2 miles away., Passive Perception 15
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Actions

Gust Beat. The Nevermore beats it's wings and causes a straight line gale that creatures must make a Strength Saving Throw for or be thrown back 10ft. On a fail the Creatures now have to make a Dexterity Saving Throw or they will hit the ground and take 1D4  Bludgeoning damage. This action can only be taken when the Nevermore has landed.

Wing Smash. Melee Weapon Attack: +6 to hit, reach 5ft through 15ft., all in a straight line. Hit: # (2D8 + 7) [Bludgeoning] damage. Creatures hit must make a Strength Saving Throw or will be thrown 15 feet back and take 1D4 Bludgeoning damage.

Peck. Melee Weapon Attack: +6 to hit, reach 5-10 ft., 1 target. Hit: # (2D6 + 10) [Peircing] damage. 

Feather Storm. Ranged Weapon Attack: +6 to hit, range 15/100 ft.,  all in a Straight Line. Hit: # (4D6 + 7) [Piercing] damage.

Reactions

Reaction Name. Enter the description for your action.

Description

The Nevermore is a huge sized scorpion like creature. It is part of a family of creatures called "the creatures of grimm" these creatures are said to exist out of pure neative emotions. It is safe to say that if there are high amount of negative emotions, it's highly likely that grimm will start to show up.

What is interesting to note about these creatures is that their bodies dissolve after being killed. They can't leave loot.

Habitat: CoastalDesertForestGrasslandHillMountain

AzureNight

Comments

Posts Quoted:
Reply
Clear All Quotes