Medium Monstrosity
Armor Class 18 Body Armor
Hit Points 210 (15d20 + 60)
Speed 45 ft.
STR
8 (-1)
DEX
30 (+10)
CON
12 (+1)
INT
25 (+7)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws DEX +16, INT +13, WIS +10
Damage Resistances Acid, Cold, Poison
Damage Immunities Necrotic
Condition Immunities Charmed
Senses Darkvision, Passive Perception 20
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

True Fear. Any creature that hears Wreliss speak must make a Wisdom Saving Throw ( Save DC of 22 ) or be frightened 

Mimicry. Wreliss can mimic any voice he's heard before, as well, he can copy the talents of those he's observed, gaining proficiency on a saving throw or skill.

 

Actions

Haze. Choose a creature, they must make a Constitution Saving Throw ( Save DC of 20 ) if they fail the save, choose a stat to decrease to 0 until your next turn.

Hidden Syringe. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 20 (3d8 + 8) [piercing] damage. 

Illusionary Dart. Ranged Weapon Attack: +10 to hit, range 5/40 ft., 1 target. Hit: 18 (5d4 + 8) [piercing] damage. If the dart lands the opponent gets a side effect at random using a d4.

1. The opponent is now asleep until damage is taken or is waken up with a medicine check ( DC of 10 ).

2. The opponent is trapped in a nightmare where they are now frightened of everyone around them until the end of their next turn, and lash out at the closest creature at the end of their movement.

3. The opponents movement speed is now halved and the world warps around them, any attacks from the opponent are done at disadvantage and they cannot take any reactions until the end of their next turn.

4. The opponent feels as though they are profusely bleeding and suffering intense pain, they take an additional (3d6 + 2) [psychic] damage after every attack that hits them until the end of Wreliss' next turn.

Bonus Actions

Wreliss can sneak into an other creatures shadow while projecting his form somewhere else, acting as himself. A perception check ( DC of 25) can tell the difference. (Striking the shadow will cause him to leap from it)

Reactions

To the Grave. If a creature drops below half hitpoints from an attack, they take the last attack that brought them there again but all damage is replaced with necrotic damage.

Legendary Actions

Wreliss has one legendary action per round.

Haze. Choose a creature, they must make a Constitution Saving Throw ( Save DC of 20 ) if they fail the save, choose a stat to decrease to 0 until your next turn.

Siphon. If Wreliss had used his Hidden Syringe attack directly prior to this legendary action he can extract and heal the amount of damage he dealt.

Description

Wreliss is a cold designed killer. The oldest of the Krow family, and the most loved in the history of his fathers crime ring. Infused with horrific modifications that turned his fingers and hair to be that of a crows familiarity. underneath his cloak, hood and body armor he is rather skinny and gaunt. 

Jerungeon_Master

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