Large Construct, Chaotic Evil
Armor Class 13 Natural Armor
Hit Points 187 (15d10 + 105)
Speed 45 ft.
STR
24 (+7)
DEX
8 (-1)
CON
24 (+7)
INT
1 (-5)
WIS
1 (-5)
CHA
1 (-5)
Saving Throws STR +11, CON +11
Skills Athletics +11, Perception +5
Damage Vulnerabilities Radiant, Thunder
Damage Resistances Cold
Damage Immunities Necrotic, Psychic
Senses Blindsight 80 ft, Truesight 80 ft, Passive Perception 15
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Regeneration. The vhiterling regains 15 hit points at the start of its turn. If the vhiterling takes radiant damage, this trait doesn't function at the start of the vhiterling's next turn. The vhiterling dies only if it starts its turn with 0 hit points and can't regenerate.

Curse of the Vhiter.  If a creature is killed by the vhiterling, that creature can not be resurrected by anything short of a wish spell while the vhiterling is still alive. When the vhiterling dies any frightened humanoid with 15 of it is afflicted by the Vhiter curse. 

Actions

Multiattack. The vhiterling makes two slam attacks and uses terrifying Vision.

Slam. Melee Weapon Attack: +11 to hit, reach 10 ft., 1 target. Hit: 33 (4d12 + 7) bludgeoning damage. 

Terrifying Vision. One target that the vhiterling can see within 15 feet of it must make a DC 17 Wisdom saving throw or be frightened for one minute. The target can repeat the save at the end of each of their turns ending the condition on a successful save.

 

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the vhiterling takes a lair action to cause one of the following effects; the vhiterling can’t use the same effect two rounds in a row:

  • Ghostly Figures of past disasters attack each creature within 30 feet of the vhiterling. Each Creature takes 9 (2d8) psychic damage.
  • The vhiterling uses Terrifying Vision.

 

Motayis

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