Large Celestial (Changeling, Mind Flayer, Sorcerer), Lawful Evil
Armor Class 16 Natural Armour
Hit Points 90 (15d6 + 7)
Speed 60 ft., Walk 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
17 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws CON +6, INT +6, CHA +7
Damage Immunities Necrotic
Condition Immunities Blinded, Charmed
Senses Darkvision, Passive Perception 20
Languages Common, Deep Speech, Dwarvish, Elvish As a celestial born with understanding of all common tongues
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Maiar's Beauty. Prolonged conversation (5 minutes) with a Maiar can result in infatuation leading all charisma rolls against this creature to become disadvantaged.

Dark Lieutenant. Any other allies of Morgoth (e.g. Orcs, Spiders, Balrog...) must make a saving role of WIS 15 or become under the control of this creature until the creatures next turn, this trait can be used every other turn of the user. 

Spellcasting. The [monster name] is a 7-level spellcaster. Its spellcasting ability is [CHA 18] (spell save DC 14, +3 to hit with spell attacks). Annatar has following sorcerer spells prepared:
Cantrips (at will): Prestidigitation, Minor Illusion, Chill Touch, True Strike, Message 
1st level (4 slots): Charm Person, Mage Armour, Shield, Fog Cloud

2nd level (3 slots): Blindness/Deafness, Misty Step, Hold Person

3rd level (3 slots): Counterspell, Fire Ball, Lightening Bolt 

4th level (1 slot): Blight

Actions

Twisted Form. Transform in a man-bat form with an increased movement of 60ft, and the ability of flight.

Tainted Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 10 (1d10 + 5) [piercing] damage. 

Sonic Scream. RangedWeapon Attack: +5 to hit, range 30/60 ft., 2 target. Hit: # (1d8 + 3) [thunder] damage.

Bonus Actions

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

Reactions

Deceiver's Deliverance. Upon being discovered as deceiving someone by that person Annatar gains advantage upon all deception and persuasion checks while the player gains disadvantage to any perception and insight checks made against him. Furthermore, if the Annatar's opponent was to succeed say an insight check by more than a margin than 5 of Annatar's deception role then Annatar will disappear immediately and become untraceable.

Void's possession. Upon reaching <9 HP Annatar will disappear (becoming untraceable) and cast minor illusion of his body dead and broken. This will only confuse his opponents as under close inspection it will seem like an image and upon touch the illusion shall disperse.

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

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

Annatar can take many forms but these are usually in order to either horrify or charm his target, for example a humble elven 'gift-giver' or a giant humanoid bat 

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.

Previous Versions

Name Date Modified Views Adds Version Actions
3/9/2023 2:10:53 PM
5
1
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Coming Soon

Monster Tags: humanoid

Habitat: Mountain

DraugluinHighelven

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