Illusionist. Valravn can cast Major Image without the concentration feature.
Limited Telepathy. The Valravn can communicate simple ideas, emotions, and images telepathically with any creature within 100ft of it.
Mimicry. The valraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Shapechanger. The valravn can use its action to polymorph into a Tiny raven or a swarm of ravens, or back into its true form. While in raven form, the valravn's walking speed is 10 feet, and it has a flying speed of 50 feet. It gains the traits and action options of its new form, and its statistics other than its size and speed are otherwise unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.
Innate Spellcasting. The valravn's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The valravn can innately cast the following spells, requiring no material or vocal components:
At will: chill touch (5th-level), detect thoughts, major image, thaumaturgy
2/day each: hold person, mirror image
Multiattack (True Form Only). The valran makes three greatsword attacks.
Greatsword (True Form Only). Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit 17 (2d6 + 6) slashing damage.
Enter the description for how bonus actions work for your monster here.
2 Legendary Actions per round.
Wing Swipe (Costs 2 Actions). The Blade of Valravn's greatsword shifts into a large Raven wing, extending the reach of hit by 5ft and adding an extra 2d6 slashing dammage on the basic attack.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
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.
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