Horrifying Visage. Each non-fey creature within 60 ft of the Changobon that can see it must make a DC14 Wisdom saving throw or be frightened for one minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the Changobon is within line of sight, end the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Changobon Horrifying Visage for the next 24 hours.
Spellcasting. The Changobon is a 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +5 to hit with spell attacks). The Changobon has following Sorcerer spells prepared:
- Cantrips (at will): Mind Sliver
- 1st level (4 slots): Dissonant Whispers, Charm Person
- 2nd level (3 slots): Tasha's Mind Whip, Misty Step
Multiattack. The Changobon makes one bite attack and 2 claw attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Psychic bomb. If Changobon reaches 5 HP or lower without going unconscious, its psyche fractures beyond repair. On its turn, this fracturing triggers its innate Psychic Bomb ability and inflicting 5d8 psychic damage to any enemy within 10ft radius of it. Enemies within the radius must make a DC14 Intelligence saving throw or be incapacitated for 1 minute. On a save, enemies take half damage and are not incapacitated. The Changobon is then knocked unconscious, as minimum damage will then reduce its HP to 0.
Opportunity Attack. If a creature leaves its melee attack rage (5 ft.), Changobon may use its reaction to attack with one Claw attack.
Misty Step. The Changobon creates a silvery mist, teleporting up to 30 ft. to a location it can see.
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
What used to be a small Chinese man is now a twisted, crazed, horrible Cthulean creature. Whether due to some pact with a patron that's seized its opportunity to dominate mortals in this newly-vulnerable reality, or due to some abhorrent self-mutilation ritual combined with magical chaotic influence, Chang has transformed into a veritable monster. Where there used to be defined limbs and body, he now has tendrils and tentacles. His face has sunken. It is covered in a thick mucous which might be seeping from his skin, you don't know. His upper body outweighs his lower body, so now his skinny legs struggle to keep up the weight. He has to hold up his swollen head with his arm vestiges and the tendrils which now erupt from his formerly petite frame now expand his presence much like a resident evil virus villain. [Spoiler lore: the driving force from his transformation involves a combination of mold exposure from the vent system he lived in for nearly a year and the new magic chaos].
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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