Curse of Nycor. When a stryx is reduced to 0 HP, the play must make a DC 16 Religion save. On a failed save, the character is under the Curse Of Nycor. This curse is only removable if the character succeeds on the saving throw.
The curse acts as a beacon for all monsters, regardless of size or alignment. The monsters will stop at nothing to reach the Cursed One. This curse does not affect stryx.
Multiattack. Can use two attacks in one round
Swarm. If there are more than one stryx in a 15' space, the two can join for a +4 on all saving throws
Hellish Screech. The stryx lets loose a horrid scream. Every character within a 50' radius must make a DC 14 Intelligence save or be paralyzed until the stryx's next turn
Poisoned claw. Melee Weapon Attack: +5 to hit, reach 5 ft., 1 target. Hit: (2d8 + 4) slashing damage. DC 15 or poisoned with 1d4 poision damage each turn
Razor Feather. RangedWeapon Attack: +3 to hit, range 10/25 ft., 2 target. Hit: (3d10 + 2) peircing damage.
Lightning Beak. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: (1d6 + 4) slashing damage. Character cannot attempt to grab the stryx as it makes this move.
Reaction Name. Hide, Disengage, Fly, Land
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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
Eyes like fire, feathers as black as soot, stryx are some of the most dangerous birds to take to the skies. Their black feathers perfectly blend into cave shadows and night skies. Females have lighter dots on their face, males are full black. Stand at about three feet, with a wingspan of six to nine feet.
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.
Previous Versions
Name | Date Modified | Views | Adds | Version | Actions |
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1/5/2022 5:15:35 AM
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1
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0
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5e
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Coming Soon
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