Innate Spellcasting. Lord Ootlewnd’s innate spellcasting ability is Wisdom (spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: dispel magic, charm person, druidcraft,
3/day each: calm emotions, conjure animals, faerie fire, misty step, suggestion
2/day each: bestow curse, hex,
1/day each: conjure fey
Spellcasting. Lord Ootlewnd casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At will: minor illusion
3/day each: bless, giant insect, moonbeam, plant growth, spike growth
2/day each: counterspell, enhance ability, hypnotic pattern, skill empowerment
1/day each: mass cure wounds, incite greed, major image, prismatic spray
Subtle Spell (3/Day). When Lord Ootlewnd casts a spell, he can do so without any somatic or verbal components.
Legendary Resistance (3/Day). If Lord Ootlewnd fails a saving throw, he can choose to succeed instead.
Magic Resistance. Lord Ootlewnd has advantage on saving throws against spells and other magical effects.
Magic Weapons. Lord Ootlewnd’s weapon attacks are magical.
Keen Sight and Smell. Lord Ootlewnd has advantage on Wisdom (Perception) checks that rely on sight or smell.
Silent Feathers. Lord Ootlewnd has advantage on Dexterity (Stealth) checks.
Thick Hide (Owlbear form only). Lord Ootlewnd has resistance to bludgeoning, piercing and slashing damage from non magical damage.
Flyby (Owl and Kipine form only). Lord Ootlewnd doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Graceful Flier (Kipine form only). Lord Ootlewnd has advantage on any Dexterity saving throws or ability checks it makes while flying.
Charge (Owlbear and Kipine form only). If Lord Ootlewnd moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone
Multiattack (Kipine form only). Lord Ootlewnd takes four actions: she uses Constrict and Talons twice, and may cast a spell with a casting time of 1 action.
Multiattack (Owlbear form only). Lord Ootlewnd makes three attacks: one with its antlers and two with its talons.
Constrict (Kipine form only). Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, Lord Ootlewnd can automatically deal 15 (3d6+5) bludgeoning damage to the target. Lord Ootlewnd can grapple only one creature at a time, regardless of its size.
Talons. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (1d10 + 5) slashing damage.
Antlers (Owlbear and Kipine form only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage.
Booming Screech (Recharge 5–6). Lord Ootlewnd unleashes a high-pitched screech using its powerful vocal cords, sending a concussive wave out in a 90-foot cone. Each creature in that area who can hear Lord Ootlewnd must DC 17 Constitution saving throw, or take 37 (9d8) thunder damage and becoming stunned for 1 minute. On a successful save, a creature takes half damage and isn't stunned. An affected creature can reroll its save at the beginning of each of its turns.
Fey Presence. Each creature of Lord Ootlewnd's choice that is within 30 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become charmed or frightened (Lord Ootlewnd's choice) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lord Ootlewnd's Fey Presence for the next 24 hours.
Change Shape. Lord Ootlewnd magically polymorphs into an owl, an owlin humanoid or an owlbear or back into its true form of a kipine, a feathered serpentine quadrupedal and winged creature with the head of an owl with antlers. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Lord Ootlewnd's choice).
In each form, Lord Ootlewnd retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions and statistics, as well as this action. Its full range of capabilities are dependant on those available to his current form.
Bend Luck (3/day). In response to another creature that Lord Ootlewnd can see making an attack roll, ability check, or saving throw, it can roll 1d4 and apply the number rolled as a bonus or penalty to the creature's roll. It can do so after the creature rolls but before any effects of the roll occur.
Lord Ootlewnd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archfey regains spent legendary actions at the start of its turns.
Attack. Lord ootlewnd attacks twice with its talons.
Voice of Order. Lord Ootlewnd casts dispel magic.
Constrict (Costs 2 Actions). Lord Ootlewnd may use Constrict against a creature it has grappled.
Shimmering Shield (Costs 3 Actions). Lord Ootlewnd creates a shimmering, magical field of butterflies and petals around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the archfey's next turn.
Previous Versions
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