Medium Fey, Unaligned
Armor Class 13 (natural armor)
Hit Points 33 (6d8 + 6)
Speed 15 ft., Stretches itself, but can't leave a radius of 15 feet from its centre.
STR
15 (+2)
DEX
16 (+3)
CON
12 (+1)
INT
3 (-4)
WIS
15 (+2)
CHA
13 (+1)
Saving Throws CON +3, WIS +4
Damage Vulnerabilities Fire, Poison
Damage Resistances Piercing, Slashing
Condition Immunities Charmed, Grappled, Prone
Senses Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Tempering. Any humanoid that starts its turn within 30 feet of the Batibat must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Batibat is within 15 feet, ending the effect on itself on a success. After the 1 minute duration expires, the creature becomes permanently charmed by the Batibat, and if the creature remains charmed by this effect for over 24h, it permanently becomes a thrall to the Batibat's desires. Should the Batibat die whilst the creature is enthralled, the affected creature becomes permanently catatonic. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the the Batibat's Tempering for 24h. If the Batibat dies whilst one or more creatures are affected by tempering (so long as they have yet to be fully enthralled), the effect slowly dissipates over the course of 1d4 days. Tempering can only be applied whilst in the material world; any creatures who are dreaming or otherwise engaging with the Primal in a different plane of existence are automatically immune to Tempering.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) slashing damage and 3 (1d6) poison damage

Roots. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

Tempering Pulse. The Batibat targets one creature it can see within 30 feet of it that has been affected by any stage of its Tempering. The creature must succeed on a DC 12 Wisdom saving throw against this magic or drop to 0 hit points.

Legendary Actions

The batibat can take 2 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 batibat regains spent legendary actions at the start of its turn.

Tempering Spike. Spell Attack: +4 to hit, reach 30 ft., one target. Hit: 6 (1d8 + 2) psychic damage.

Compel. A creature charmed by the Batibat's Tempering must make a DC 12 Wisdom saving throw or must spent its action attacking or otherwise harming a target of the Batibat's choice.

amateraion

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