Charming patterns. The beast has beautiful feathers on its back that, when flared, are used to charm other creatures.
Poisonous Spikes. The beast has poisonous spikes on its tail that detach and can be thrown at enemies.
Action Name. Enter the description for your action.
Slash. Melee Weapon Attack: +9 to hit, reach 10 ft., 2 targets. Hit: 45 (3d10 + 30) [Slashing] damage.
Bite. Melee Weapon Attack: +4 to hit, reach 10 ft., 1 target. Hit: 30 (4d10 + 10) [Piercing] damage. The target must succeed on an opposing strength check or they are restrained, they may try to escape on their turn by succeeding an opposing strength check.
Poisonous spikes. Ranged Weapon Attack: +5 to hit, reach 30/120 ft, 1 target. Hit: 20 (2d10 + 10) [Piercing] damage, and Hit: 30 (4d10 + 10) [poison] damage and the target must succeed on a DC 18 constitution saving throw or it is poisoned.
The beast can take 1 bonus action per turn.
Divine Aura. Once a turn, the beast can heal its wounds slightly. 25 (4d10 + 5)
Attack of opportunity. When a creature exits the beasts range of 10 feet, it can make a slashing attack at the creature.
Divine blood. When a creature does slashing damage, the beasts blood is drawn and the attacker must succeed a DC 15 constitution saving throw or it takes 15 radiant damage
Mythic actions for this beast can be used once a day or if the creature succeeds a DC 18 constitution check on its turn.
Mythic Action Name (Costs 1 Actions). Voice of the forest. The beast can let out a melodic hum, all creatures in a 30 ft diameter circle, must succeed a DC 16 constitution saving throw, on a fail they are put to sleep.
Blinding radiance. The beast can make its fur shine brightly and all creatures in a 60ft diameter circle who are facing the beast must succeed a DC 18 wisdom saving throw, on a fail they are blinded.
Description
This monster is proportioned similarly to a wolf except its three times bigger, it has large, beautiful feathers on its neck like a mane, its fur and feathers are white with faded green patterns. Its tail is long and flat, and it has long poisonous spikes that can be detached and hurled at enemies.
Lair and Lair Actions
The beasts lair is the forest it was born into. as such, it commands the plants and can use them against its enemies.
Lair Actions
On initiative count 20 the Ancient Glade Beast takes a lair action to cause one of the following effects; the Ancient Glade Beast can’t use the same effect two rounds in a row:
- The beast commands the vines on the ground to wrap up its enemies, making the entire area difficult terrain for everything except the Ancient Glade Beast.
- The beast commands poisonous mushrooms to spray enemies with poisonous gas, the effected creature must succeed a DC 16 constitution saving throw, on a fail they are poisoned.
Comments