Large swarm of Large beasts, Typically Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 200 (15d12)
Speed 150 ft., He flys REALLY fast
STR
15 (+2)
DEX
18 (+4)
CON
17 (+3)
INT
20 (+5)
WIS
22 (+6)
CHA
19 (+4)
Saving Throws INT +13, WIS +14, CHA +12
Damage Immunities Acid
Senses Blindsight It can see anything in a 200 ft radius , Passive Perception 20
Languages Giant Owl This is his first Any
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Wise Old Owl. All magic attacks have advantage on all rolls.

Spellcasting. The Yumba is a 9th-level spellcaster. Its spellcasting ability is 18 (spell save DC 12, +3 to hit with spell attacks). The Yumba has following Sorcerer spells prepared:
Cantrips 5: Frost Bite, Gust, Light, Blade Ward, & Minor Illusion 
1st level (10 slots): Fog Cloud, Chaos Bolt, Comprehend Languages, Burning Hands, & Shield

2nd Level (5 slots): Gust of Wind, Mirror Image, & Misty Step

3rd Level (5 slots): Sleets Storm, Haste, & Gaseous Form

4th Level(5 slots): Storm Sphere, Banishment, & Fire Shield

5th Level(5 slots): Cone of Cold, Creation, & Dominate Person

6th Level(5 slots): Chain of Lightning, Psychic Crush, & Sunbeam

7th Level(5 slots): Draconic Transformation, Crown of Stars, & Plane Shift

8th Level(5 slots): Sunburst, Incendiary Cloud, & Dominate Monster.

9th Level(10 slots): Meteor Swarm, Psychic Scream, Blade of Disaster.

 

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +5 to hit, reach 10 ft., 1 target. Hit: 10 (3d12+ 5) slashing damage. 

Action Ranged Attack. RangedWeapon Attack: +9to hit, range 50 ft., 3 target. Hit: 15 (2d8 + 15) psychic damage.

Bonus Actions

He can use 1d4 extra spells.

Reactions

Psychic Opportunity. Gain extra turn when 1 opponent is prone.

Description

Yumba is very protective of Family & Friends. He can be convinced to stop attacking, and will be less hostile if you give him his favorite food, burned ham.

Lair and Lair Actions

A cave in higher mountains that lead to multiple big ledges and platforms at the top

Lair Actions

On initiative count 7 (losing initiative ties), the Yumba takes a lair action to cause one of the following effects; the Yumba can’t use the same effect two rounds in a row:

  • It is very windy
  • Falling off the ledge means certain death

Regional Effects

The region containing a legendary Yumba’s lair is [enter the effect description], which creates one or more of the following effects:

  • Winds don't die down 
  • It's always Raining or Snowing, it's never clear skys

If the Yumba dies, these effects fade over the course of 1d4days.

Monster Tags: Cult of the Howling Hatred

Habitat: Mountain

RiverBoioftheStars

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