Gargantuan Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 311 (21d20 + 80)
Speed 20 ft., Fly 120 ft.
STR
28 (+9)
DEX
14 (+2)
CON
20 (+5)
INT
4 (-3)
WIS
10 (+0)
CHA
9 (-1)
Saving Throws DEX +7, CON +10, WIS +5, CHA +4
Skills Perception +9
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Frightened, Poisoned, Prone
Senses Blindsight 45, Passive Perception 14
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Keen Sight. The Banshee Hawk has advantage on Wisdom (Perception) checks that rely on sight.

Arcane Resilience. The Banshee Hawk is immune to all damage done by non-magical weapons. It also has resistance to all damage from magic weapons that are not Adamantine, Mythril, or Obsidium. The Banshee Hawk also has advantage on saves against spell effects.

Being of Chaos. The Banshee Hawk is immune to being Blinded, Frightened, Poisoned, and Prone.

Actions

Multiattack. The Banshee Hawk makes two attacks: one with its beak and one with its Claws.

Beak. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage. The target must also succeed a DC: 14 Con saving throw or take (3d6) Arcane damage.

Claws. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the Banshee Hawk can't use its Claws on another target.

Mythic Actions

Can take 2 Mythic Actions choosing from the options below. Only one Mythic action can be used at a time, and only at initiative count 0. Spent Mythic Actions are regained at the end of each round, depending on a recharge roll.

Banshee’s Call (Recharge 5/6). All creatures within a 60ft radius sphere must succeed on a DC: 16 Wis saving throw. On a failure, the creatures take 20 (4d8) psychic damage and become stunned. On a success, the creatures take half damage and resist the stunning. A stunned creature may remake the saving throw at the end of their next turn. After the Banshees call, a 60ft sphere of dust appears; any creatures that do not have blindsight or true sight within this area are considered blind until they exit the dust cloud.

Anti-Magic Field (Recharge 7/8). A 30ft radius sphere of Anti-Magic is created, centered at a point within 40ft of the Banshee Hawk. Any creatures within this field cannot cast spells and or activate any magical items/weapons. Any creature that ends their turn within this field has to make a DC: 16 Wis saving throw. On a failure, the creature loses 1d8 mana points.

Previous Versions

Name Date Modified Views Adds Version Actions
4/28/2021 4:43:31 AM
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