Mental Fortitude. Neogi has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
Spider Climb. Neogi can climb difficult surfaces, including ceilings, without needing to make an ability check.
Spellcasting. Neogi is a 7th-level spellcaster, it's spellcasting ability is Charisma ( Spell DC 14, +6 to hit.) Regains spell-slots back on S or L rest. It knows the following Warlock spells:
Cantrips: eldritch blast [300ft range, +4 to damage for each ray], guidance, vicious mockery, mage hand, minor illusion, prestidigitation, mind sliver
1st-4th Level (3 4th level slots): arms of hadar, counterspell, dimension door, hunger of hadar, shadow of moil,vampiric touch, hold person
Bite. Melee Weapon Attack: Melee Weapon Attack: +5 to hit, reach 5 it, one target. Hit: 6 (1d6+3) +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. If the creature fails the saving throw by 5 or more, it is paralyzed till it's next turn.
Enslave (Recharges after a Short or Long Rest). The Neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
The Neogi 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 Neogi regains spent legendary actions at the start of its turn.
Cantrip (Costs 1 Action). The Neogi can cast a cantrip using 1 Legendary action.
Bite (Costs 1 Action). The Neogi can use it's Bite action using 1 Legendary actions.
Psychic Drain (Costs 2 Actions). One creature charmed by the Neogi takes 10 (3d6)psychic damage, and the Neogi regains hit points equal to the damage the creature takes.
Enslave (Costs 3 Actions). The Neogi can refresh it's Enslave ability & attempt to use it on 1 creature in range.
Description
Neogi were small eight-legged creatures, the adults no bigger than a small child. They had a head with reflective eyes that sat upon a long eel-like neck. With their hairy flattened abdomen, they were sometimes described as akin to a cross between a wolf spider and an eel. Despite the similarities, neogi were warm-blooded creatures.
Lair and Lair Actions
Lair Actions
When fighting inside its lair, the Boss Neogi can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Boss Neogi takes a lair action to cause one of the following effects; it cannot use the same effect 2 turns in a row.
- Spiderwebs shoot from the ceiling in attempt to [Tooltip Not Found] creatures in a circle 20ft radius. While the webs exist on the ground, it grounds as difficult terrain as you take time to move slower. They must make a Dexterity saving throw DC 15+, on a failed save creatures are restrained for 1 minute. Restrained creatures may attempt to escape at the end of their turn by repeating the Dexterity save. Additionally, you can damage the webbing (AC 12 / HP 10 / Vulnerability: Fire).
- Create 2 Flesh Ropers on the battlefield, acting on initiative count 20 (losing initiative ties). They act as a conduit for the Neogi's casting as if it was casting where they stand. Additionally, they can be used to extend the distance of other lair actions if they state so.
- The flesh from the walls & roof lunges 35 ft. range, attempting to restraining up to 4 creatures. They must make a Dexterity saving throw DC 15+, on a failed save creatures are restrained for 1 minute. Restrained creatures take 4 (1d8) piercing damage every round & may attempt to escape at the end of their turn by repeating the Dexterity save. Additionally, summoned Flesh Ropers may act as a conduit for this lair action to restrain creatures where they are.
Previous Versions
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11/14/2021 2:44:54 AM
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