Huge Beast, Chaotic Neutral
Armor Class 22 (natural armor)
Hit Points 280 (20d20 + 120)
Speed 60 ft., Burrow 30 ft.
STR
22 (+6)
DEX
22 (+6)
CON
18 (+4)
INT
20 (+5)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws INT +12, WIS +13, CHA +15
Skills Perception +13, Persuasion +15, Stealth +11
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Grappled, Poisoned, Prone
Senses Tremorsense 120 ft., Truesight 120 ft., Passive Perception 25
Languages All, Telepathy 120 ft.
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Dambala fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. Dambala makes three Bite attacks 

Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 11 (2d10) radiant damage.

Constrict. Melee Attack: +13 to hit, reach 20 ft., one target. Hit: 10 (4d8 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be restrained.

Cunning Gaze (Recharge 5–6). Dambala uses one of the following attacks:

Dreaming Gaze. Dambala shines his eyes, blasting a bright ray in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.

Moonlight Gaze. Dambala shines his eyes, blasting a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one.

Spellcasting. Dambala casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):

At will: faerie fire, haste, counterspell, sacred flame, charm person, command

2/day each: calm emotions, dispel magic, invisibility, revivify, blur, haste, pulse wave, sickening radiance

1/day each: reality break

Legendary Actions

Dambala can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of another creature’s turn. Dambala regains spent legendary actions at the start of its turn.

Bite. Dambala makes one bite attack.

Cast a Spell (Costs 2 Actions). Dambala uses Spellcasting.

Description

Dambala, a  treacherous and cunning Loa teeters totters on the balance of nature. Dambala has been helping rule over the spirit realm of Vigilance Island. Quick, cunning and highly intelligent, Damala helps Bwonsamdi keep the spirit realm safe from invasion and keeps the hellish spirits of Diablo at bay. 

Dambala has made a play for Bwonsamdi's seat as rule of the spirit realm but lacks the power to do so. 

 

Lair and Lair Actions

Dambala's Lair

In his lair, Dambala looks for places to grant him an edge in combat. Lonely peaks, chock points and placid lakes are among his favorite sites. His cunning nature makes them more likely than to establish multiple lairs. He can link their scattered sites with magic portals, often splitting their time between the Feywild, the Material Plane, and the Ethereal Plane.

Lair Actions

On initiative count 20 (losing initiative ties), Dambala can take one of the following lair actions; he can’t take the same lair action two rounds in a row:

Banishing Gaze. Dambala targets a creature it can see within 120 feet of it and attempts to send that creature to a dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target is stunned. When the effect ends, the target reappears in the space it left or in the nearest unoccupied space.

Compulsive Gaze. Dambala targets a creature it can see in its lair, and a merry waltz begins to play that only the target can hear. The target must succeed on a DC 15 Intelligence saving throw or dance until initiative count 20 on the following round. The dancing creature is incapacitated and must use all its movement to dance.

Disorienting Gaze. Disorienting illusory images flit through the Dambala's lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.

Regional Effects

The region surrounding Dambala's lair is altered by the spirit realm's magic, creating one or more of the following effects:

Dreaming Influence. Whenever a creature that can understand his language sleeps or enters a state of trance or reverie within Dambals's lair, Dambala can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with Dambala upon waking.

Planar Intrusion. The veil between planes is thinned near Dambala's lair. Various portals link the Material Plane, the Feywild, and the Border Ethereal within 6 miles of the lair. Creatures can pass through a portal in either direction by spending 5 feet of movement.

If the Dambala dies, any portals near the lair close immediately.

King_momo37

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