Legendary Resistance (3/Day). If the dracolich fails a saving throw, it can choose to succeed instead.
Fettle Decay. If playing with optional disease rules and infected with this disease by a Stalker's bite then for every long rest taken the creature infected loses 1/2 of its level rounded down (half it's challenge rating rounded down if npc) in max hit points until cured. A creature killed while infected by this becomes a new Abhorrent Mist Stalker in [roll]1d4[/roll] days. This disease shows within hours as first becoming a hard cough that causes dark red mucus similar to the red sticky substances left behind by Stalker's blood. The next stage which happens when the infected creature has lost 1/4 its max hit points, causing the creature to have disadvantage on con saving throws until cured or killed. The final stage happens when the creature's max hit point value has fallen by half, the creature takes a permanent level of exhaustion and takes on a pale sickly green tint until cured or killed.
Multiattack. The Stalker can use it's Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 7) piercing damage. On a hit the target must make a DC 15 Con saving throw taking 7 (2d6) poison damage or half on success and on a fail the target becomes diseased with Fettle Decay, if not using these rules simply apply the poisoned condition.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 7) slashing damage and 4 (1d8) necrotic damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the Stalker and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature that can no longer see the Stalker can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Stalker's Frightful Presence for the next 24 hours.
The Stalker can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 7) piercing damage. On a hit the target must make a DC 15 Con saving throw taking 7 (2d6) poison damage or half on success and on a fail the target becomes diseased with Fettle Decay, if not using these rules simply apply the poisoned condition.
Claw. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 7) slashing damage and 4 (1d8) necrotic damage.
Description
A scent of sour rot akin to rotting citrus can be smelt from and around this creature. Clicking of bones and popping of air pockets can be heard as the creature moves. Twelve feet tall pale and sickly white with a greenish tint humanoid shaped creature with extended arms and legs. The feet are not however like a human, being avian in appearance with 3 digits that end in black disgusting talons with a single talon protruding from the rear of the foot. The skin is tight on it's gaunt body and veins of black, blue and deep crimson can be seen up close. Random cuts and rotted away flesh exposes a deep red flesh under with black ichorous infected looking meat. The creature if felt is smooth and slightly damp to the touch, as cold as death itself to the touch.
This may or may not be balanced for the challenge rating as it is my first attempt at a totally original homebrew monster.
Lair and Lair Actions
If the Abhorrent Mist Walker is encountered in a lair then treat the creature as a CR 16 creature.
The Abhorrent Mist Stalker gets it's name from the red heavy and thick mist that begins to form around its dwellings. This dwelling can be almost any terrain to begin with but as this mist settles it slowly kills off all plant life excluding trees by blocking sunlight. Eventually the area will also have bodies of local wildlife and dead plant matter scattered around, small pools of what looks like blood will also begin to form as enough of this red mist settles and regresses back to liquid state. The area will smell like fermenting citrus fruits and rotting flesh. Nothing but undead can survive in the area with only dying trees, minerals, and the soil itself being visible.
Lair Actions
On initiative count 20 (losing initiative ties), the stalker takes a lair action to cause one of the following effects; the stalker can’t use the same effect two rounds in a row:
- Magical opaque red mist spreads from a point the stalker chooses within 60 feet of it, filling a 15-foot-radius sphere until the stalker dismisses it as an action, uses this lair action again, or dies. The mist spreads around corners. A creature with darkvision can’t see through this mist, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled, lost in the darkness of the thick mists.
- A cloud of red poisonous mist fills a 20-foot-radius sphere centered on a point the stalker creates within 120 feet of it. The cloud spreads around corners and remains until the stalker dismisses it as an action, uses this lair action again, or dies. The cloud is heavily obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes (3d6) poison damage.
- Pools of mist water that the stalker can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. a creature ending it's in the pool for this round must succeed on a DC 15 Con saving throw or be infected with Fettle Decay
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:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted in their dead state, and the ground becomes pooled with thick sticky liquid pools, the ground around it becomes muddy and the air reeks of fermenting citrus and rotting flesh.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes and have a 40% chance to be diseased with fettle decay (1-8 on a d20).
- Red thick fog lightly obscures the land within 5 miles of the lair.
If the Stalker dies, these effects fade over the course of 3d4 days.
Previous Versions
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