Magic Resistance. Uzza has advantage on saving throws against spells and other magical effects.
Marshal Undead. Unless Uzza is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.
Spellcasting. Uzza is a 20th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +12 to hit with spell attacks). It has the following ranger spells prepared:
1st level (4 slots): absorb elements, hunters mark, longstrider
2nd level (3 slots): lesser restoration, spike growth
3rd level (3 slots): nondetection, speak with plants
4th level (3 slots): freedom of movement, guardian of nature
5th level (2 slots): steel wind strike, wrath of nature
Feral Senses. Uzza is aware of the location of all invisible creatures within 30 ft of her.
Multiattack. Uzza uses their grenade if its available, and makes 2 hellfang or longbow attacks, or 3 if Momo is dead. Uzza can replace one attack with a bite.
Hellfang. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit: 13 (1d8 + 9) piercing damage, plus 18 (4d8) necrotic damage.
Additionally, creatures must succeed on a DC 17 con save or become infested, taking 2d4 fire damage at the start of their turn as their blood boils. Subsequent hits against an infested creature increase the damage by 1d4 to a max of 5d4, requiring no save. The infestation ends when a creature receives magical healing.
Longbow. Ranged Weapon Attack: +11 to hit, range(450), 1d8 + 5 piercing damage + 4d8 necrotic damage.
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., 1d8 + 5 piercing damage + 4d8 necrotic damage, and uzza heals for the necrotic damage dealt.
Hellfire Orb (1/Day). Uzza hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 20 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Grenade (recharge 5-6). Uzza prepares a handmade grenade and throws it at a point she can see within 50 feet of her. All enemies within a 20ft radius sphere centered on that point are subjected to one of the following effects;
Blinding Dust. Blinding dust gets in the eyes of all creatures. They must succeed on a DC 20 dexterity saving throw or become blinded for one minute. A creature can use an action to clear the dust from their eyes.
Choking Smoke. Hideous, thick smoke spreads the 20ft radius sphere. It lasts for one minute, or until dispersed by a strong wind. A creature that starts its turn in the smoke must succeed on a DC 20 constitution saving throw or start choking until the start of their next turn, gaining disadvantage on all attack rolls and being unable to fully form speech. Finally, the area becomes heavily obscured.
Deafening Noise. A thunderous boom is caused in that area. All creatures in the area must succeed on a DC 20 constitution saving throw or become deafened until the end of their next turn.
Swift Stalker. Uzza can make the dodge or dash action as a bonus action.
Parry. Upon getting hit by an attack Uzza can increase her AC by 7, potentially causing the attack to miss.
Attack. Either Uzza or Momo make one attack.
Lethal Coordination (2). Uzza and Momo target one creature as their foe; they both use their movement to travel to a creature and make one attack against them each with advantage. If the creature is hit by both attacks, they must make a constitution saving throw, taking 4d10 additional necrotic damage. Their hit point maximum is reduced by the necrotic damage taken until they finish a short or long rest.
Prepare Ambush (3). Uzza immediately recharges then uses her grenade action. Then uzza and momo both move up to their movement without provoking opportunity attacks and hide.
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