Large Swarm of Large monstrosities, Neutral
Armor Class 19 natural armor
Hit Points 38 (5d12 + 20)
Speed 90 ft., Walk 30 ft.
STR
16 (+3)
DEX
22 (+6)
CON
18 (+4)
INT
16 (+3)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws DEX +8, WIS +8
Skills Acrobatics +12, Athletics +6, Insight +6, Perception +12, Stealth +6
Damage Resistances Force, Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Frightened
Senses Darkvision 300, Truesight 10, Passive Perception 20
Languages All
Challenge 0 (10 XP)
Proficiency Bonus +2
Traits

Bonding. Has the ability to bond with one other humanoid or creature. It will be the lvl of who it has bonded with and also gain a special trait that is unique to the person they have bonded to

Divebomb. increase movement speeds up to 3x for one turn if at least 200 ft in the air and subsequent turns if still above 200 ft. falls at a rate of 1000 feet minimum if at that high or over. 

Spellcasting. The [monster name] is a #-level spellcaster. Its spellcasting ability is [wis] (spell save DC 8, +6, +proficiency to hit with spell attacks). The [monster name] has the following [wizard] spells prepared:
Cantrips (at will): 2
1st level (3 slots): 1

can be upcast by one lvl every 4 lvls

Actions

multi strike only works on claw gain a third attack at lvl 12

Claw. Melee Attack +6 to hit + proficiency, reach 5ft., 1 target 1d8 +6 gain 1 damage die every 4 levels

 falcon punch. Melee Attack: +10 to hit + proficiency, reach 5 ft., 1 target. Hit: # (2d12 + 10) [force] damage.  Must use the divebomb as a bonus action to do this. add 2 damage die per 4 levels. 

Wind Scythe. RangedWeapon Attack: +6 to hit + proficiency, range 10/60 ft., 2 targets. Hit: # (1d8 + 6) [damage type] damage. gain 1 damage die per 4 levels

Bonus Actions

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

Reactions

Reaction Name.  extreme speed can be used once per long rest if its bonded partner is about to be put unconscious the Night griff can with the speed near light intercept the damage as long as he is at least with in 1 mile

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

With being bonded to Seimei they gain the ability to use time distortion. Allowing the ability to distort the timeline of an object multiple times making it look like it is separating into multiple objects occupying 1 area

Time Distortion (# of Actions is equal to proficiency per long rest).  will cause the object to distort 1 time every 4 levels. starts at lvl 1. and starts at LVL 1 with 2 distortions.

Description

The night griff has 3 sets of wings. the body looks like a constellation. and it is hard to keep your eyes looking at it. It also gains complete stealth if flying in a clear sky at night

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.

Monster Tags: beast companion

Sydragon21

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