Medium Aberration, Neutral Evil
Armor Class 18 natural
Hit Points 108 (10d12 + 3)
Speed 50 ft.
STR
16 (+3)
DEX
19 (+4)
CON
15 (+2)
INT
18 (+4)
WIS
16 (+3)
CHA
19 (+4)
Saving Throws DEX +8, INT +8, CHA +8
Skills Deception +19, Intimidation +18, Persuasion +19
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Condition Immunities Grappled, Paralyzed, Petrified, Prone, Restrained
Senses Truesight 90ft of pure sight , Passive Perception 19
Languages All The beast speaks to all
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Convince the lantern bearer: This creature can convince another to give up the rest of its life to keep the beasts soul alive in a lantern instead of being in a tree. 

Faith To Fuel: The beast convinces a creature with a con save of 17 or the creature is forced to do nearly impossible tasks. While doing these tasks the creature slowly starts to become another tree to host the soul of the beast and widen its domain.

Spellcasting.  The Beast of the unknown has following spells prepared:
Roots of the fallen will: Creature must succeed on a dc 15 dex save or a  dc 18 charisma save or be rooted to the ground until save is passed

 

 

Actions

Into the unknown: The beast is able to disengage for 1 turn by fading into the woods only being heard by the song that he sings  until the end of the turn where he rejoins combat. He can be hit during the the 


The Axe Of The Failed Savoir: +4 to hit, reach of 10 FT, 1 target, Hit: 9(1d12+3) slashing damage 

mimic the fools: The Beast can use his vail to make a shadow mimic of all his victims 

The arm of the fog clearer: +5 to hit, reach of 5 ft,Hit:13(2d12+2) piercing damage 

 

Bonus Actions

Desperate horror: When the soul of the beast is found it will try everything in its power to stop someone from putting it to rest. It will envelop 1-6 people in its veil trying to scare them. If they pass a dc 13 charisma saving throw or they will be affected by fear and will not try to destroy the soul.

Reactions

Swap the soul: The heart and soul of the beast can be changed once a month unless in the lantern of the bearer. It can still be found it will only be moved somewhere else into the unknown

Legendary Actions

Throw away the veil: this legendary action takes a full turn and can only be used once per fight. The beats regains all health but takes 1.5X damage and the location of the soul is bright enough to pierce the fog and is viewed by all lost in their paths.

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

The beast takes many forms but what it truly looks like is a horrifying thing but it is only the body the soul can be found by looking at the tree that looks out of place among the rest(The most alive / non decayed). Destroy the soul and the beast shall not return for many years to come but the unknown is eternal.

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: abberation

Habitat: Forest

gmodgoldenfoxy

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