Gargantuan Monstrosity, Chaotic Evil
Armor Class 22 natural armor
Hit Points 300 (10d20 + 100)
Speed 70 ft., Walk 30 ft.
STR
17 (+3)
DEX
20 (+5)
CON
17 (+3)
INT
12 (+1)
WIS
10 (+0)
CHA
10 (+0)
Saving Throws STR +12, DEX +14, CON +12
Damage Vulnerabilities Fire, Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Necrotic
Senses Darkvision 150 ft., Passive Perception 26
Languages Telepathy Can speak simple, short phrases from its mind in any language.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Wing Burst. 1 Action. The Nachtkrapp beats its wings ferociously, sending gusts of wind outward in a 60 ft. cone. All targets in the cone must make a DC 17 CON saving throw or be knocked prone.

Horrifying Screech. 1 Action. The Nachtkrapp unleashes a terrible scream from its maw. All targets must make a DC 15 CON saving throw; on a failure, targets are left frightened and stunned until the Nachtkrapp's next turn.

Actions

Multiattack. The Nachtkrapp can perform 4 attacks.

Bite. Melee Attack: +6 to hit, reach 15 ft., 1 target. Hit: 50 (4d10 + 10) piercing damage. 

Claw. Melee Attack: +6 to hit, reach 10 ft., 1 target. Hit: 60 (5d10 + 10) slashing damage.

Feather-Needles. Ranged Magic Attack: +10 to hit, range 30/80 ft., 1 target. Hit: 85 (8d10 + 5) piercing damage. Target also takes an additional 5d8 necrotic damage on a successful hit.

Legendary Actions

The Nachtkrapp must be below 100 health to perform any of its legendary actions.

Paralytic Vomit (Costs 1 Action). The Nachtkrapp vomits a stream of paralytic poison from its beak on any targets in a 35 ft. cone. All targets must make a DC 18 CON saving throw. On a failed save, the target is paralyzed. He/she may make the saving throw again at the start of his/her next turn. The saving throw must succeed in order to end the paralysis effect.

Devour (Costs 1 Action). Can only be used on creatures currently paralyzed. Affects Tiny-Large creatures. The Nachtkrapp swallows the target whole, encasing it in its shadowy form. The target may still attack and take turns like normal from inside the Nachtkrapp, but cannot move until the beast is dead. If a target is inside the Nachtkrapp, the monster is treated as having 0 AC. The target also takes 12d12 necrotic damage at the start of his/her turn; there is no way to avoid this damage, unless the target has necrotic resistance or immunity. The Nachtkrapp may only perform this action once and have one target inside itself at a time.

Mythic Actions

The Nachtkrapp must be below 50 health to perform its mythic actions.

Summon Nachtkrappen (Costs 1 Action). The Ancient Nachtkrapp summons 2 Nachtkrappen to join it in battle. The DM will add these monsters into the initiative order, then continue the encounter. This action may be used only once per encounter.

Hail of Feathers (Costs 1 Action). The Ancient Nachtkrapp stretches out its mighty wings and slings sharp, necrotic feathers all all targets in a 90 ft. cone. All targets in the cone must make a DC 18 DEX saving throw. On a failed save, target takes 150 (12d12+6) piercing damage, and 40 (6d6+4) necrotic damage. On a successful save, target takes half of the piercing damage and half of the necrotic damage. This action may be used only once per encounter.

Description

The size of a dragon of old, the Ancient Nachtkrapp is a beast truly to be feared. It roosts in crumbling castles and forgotten ruins, preferring the darkness and cold. While it does venture out from its nest, the Ancient Nachtkrapp prefers to collect tribute from its subordinate Nachtkrappen for sustenance. However, anyone who dares breach its roost will likely never escape its wrath.

A being of pure shadow and long since abandoning its younger, innocent form of a tiny bird, the Ancient Nachtkrapp is a threat to all who behold it.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

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Habitat: ArcticForestHillMountain

Lycan7793

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