Huge Fey, Neutral Good
Armor Class 17 Natural Armor
Hit Points 154 (20d12 + 24)
Speed 40 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
6 (-2)
WIS
14 (+2)
CHA
6 (-2)
Saving Throws INT +2, WIS +6, CHA +2
Skills Athletics +8, Nature +6, Perception +6, Stealth +8
Damage Resistances Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed
Senses Truesight, Passive Perception 16
Languages Druidic
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Circle of Flames. The Frensamen raises its left hand and creates a 30ft circle of flames within 40ft of its sight. All creatures within that circle must make a DC 16 Dex saving throw or take 4d10 +6 fire damage and catching on fire, success take half as much. Can be used twice a day.

Spellcasting. The Frensamen is a 2nd-level spellcaster. Its spellcasting ability is Wis 14 (spell save DC14 , +6 to hit with spell attacks). The Frensamen has following druid spells prepared:


Cantrips (at will): Druidcraft, Poison Spray
1st level (3 slots): Absorb Elements, Burning Hands, Cure Wounds, Entangle, Goodberry, Earth Tremor

Truesight. The Frensamen can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the Frensamen can see into the Ethereal Plane within the same range.

Actions

Pounce. The Frensamen jumps up 30 ft in the air and then comes down on any target within 30 ft. Creatures within a 10 ft range of the landing zone must make a DC16 Dex saving throw, taking 3d10+4 force damage on a fail and being knocked prone. Half as much damage on failure

Spear Attack. Melee Weapon Attack: +8 to hit, reach 10 ft., 1 target. Hit: (3d6 + 8) Piercing damage. 

Ranged Spear Attack. Ranged Weapon Attack: +8 to hit, range 20/60 ft., 1 target. Hit: # (3d6 + 8) Piercing damage. The Frensamen may use a bonus or legendary action to make it appear in its hand again.

Claw Attack. Melee Weapon Attack:  +8 to hit, 5ft reach., 1 targe. Hit: (2d6 + 8) Slashing Damage

Multiattack. The Frensamen can make two spear attacks or one spear and one claw attack.

Bonus Actions

Cure Wounds. Can cast Cure Wounds at the cost of one spell slot.

Retrieve. The Frensamen magically teleports the spear back into its hand if it is within 60 ft.

Reactions

Opportunity Attack. 10 ft range

Shield Spell. Can be cast once a day at no cost.

Absorb Elements. Can be cast at the cost of one spell slot.

Legendary Actions

The Frensamen 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 Frensamen regains spent legendary actions at the start of its turn.

Spear Attack (1 Action). The Frensamen makes a spear attack to a target within range.

Move (1 Action). The Frensamen can use its full movement.

Pounce (2 Action). Can make the pounce action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

The Frensamen is an ancient creature that roams the Bramblewood Forest near the ever moving Melawni tribes. The elders say that the Frensamen, like its Noldaig counterparts, is actually an ascended high priest from the past. The elders claim these creatures are hundreds of years old and are the reason that the tribes have been able to stay safe. The Frensamen is hardly ever seen, but stories tell of a 15 foot tall creature draped in moss, leaves, branches, and twigs. The legs appear humanoid but are jointed in reverse like a deer. The upper torso is shrouded in dark moss and leaves and the strangely humanoid arms are covered in tattoos. The face of this creature is hidden behind the skull of an extremely large buck with large antlers. Cold dark red eyes stare out of the dark sunken holes set within. The creature is typically not hostile but prefers not to bothered. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

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:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Forest

RalphLemons

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