Magic Weapons. Vlashava's weapon attacks are magical.
Regeneration. Vlashava regains 10 hit points at the start of its turn if it has at least 1 hit point.
Legendary Actions: Vlashava has two legendary actions per round.
Multiattack. Vlashava makes two attacks, either with his claws or glaive.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.
Glaive. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 {"diceNotation":"1d10+4","rollType":"damage","rollAction":"Glaive","rollDamageType":"slashing"}[/rollable] slashing damage
Critical Parry. Vlashhava may use his reaction to stop a melee hit on him from becoming a critical.
Sweeping Retreat. Vlashava swings his glaive in a wide arc while jumping backwards up to 20ft. Any creatures adjacent to Vlashava must make a DC13 Dexterity save or take 1d10+4 slashing damage. This movement does not provoke opportunity attacks.
Jump. Vlashava uses his glaive to jump onto the cave ceilings. Select a space on the battlefield within 100ft. This is where Vlashava will land. Roll a d10, in that many initiative slots, he will land there. He is treated as 30ft in the air until he lands. If a creature is occupying the space he lands, Vlashava may make an attack roll with advantage. If he hits, the creature is knocked back 10ft. If this knocks them into a wall or obstacle, they take an additional 1d10 bludgeoning damage. On the next turn after landing, Vlashava may only take one weapon attack.
Stalactite Bounce. Roll a d4, Vlashava's jump landing moves up that many initiative spaces.
Rock Clone. Vlashava makes 4 clones made of stone. They do not attack, but if one or more is adjacent, attacks on him have disadvantage. If they miss, the attack destroys a clone instead.
Description
Vlashava, the Griggon King, is an ancient monster form the 3rd Era of Abraxia. He has griffon wings and baboon features. He claims to have fought a bested The Dune Hunter, before he became a God.
Lair and Lair Actions
Vlashava's lair is located deep within the Howling Caverns.
On initiative 20, a rocky spire will fall from the ceiling. DC12 Dexterity save. On a failure, take 1d6 bludgeoning damage
On initiative 10, a 30ft gust of wind will surge in a line, through the cavern. Anyone caught in the line must pass a DC13 Strength throw or be knocked back 20ft. If the collide with a wall or obstacle, they take 2d6 bludgeoning damage.







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