Aswagian Concentration: The first time this Aswang loses concentration on a spell, it may immediately redirect the same spell at whomever caused the Aswang to lose its concentration. This effect can only happen once per spell.
Improved Necromantic Aura: When a medium sized creature within 10ft of this Aswang drops to 0 HPs it instead returns with 1 HP.
Nightmarish Construction: This hulking beast cannot be moved by magical or physical means.
Arcane Predator: This Aswang is designed to capture and retrieve targets for its experiments. It has a limited spell list, however, it can cast these certain spells any number of times without slots and with enhanced abilities. Additionally, its attacks gain bonus effects if the target is affected by one these spells. Such effects will be noted with the "AP" tag. Its Spell DC is 16
- Snare (1st level): Can create up to 6 snares and these snares can be placed anywhere within 30ft of the Aswang.
- Command (1st level): The Aswang may decide to cast this spell on two more targets, however doing so causes them to roll at advantage.
- Ensnaring Strike (1st level): If the target succeeds or breaks free of the spell, they take 2D6 Slashing Damage as the vines whip at them on the way out.
- Wrathful Smite (1st level): At the start of each of their turns while frightened take 1D6 Psychic Damage.
Tail Spike. Melee Weapon Attack: +5 to hit, reach 10ft., 1 target. 1D8 Piercing Damage (AP: This damage increases by 3D8)
- Targets that have been hit with the Tail Attack must make a DEX save DC 17. On a failure they take a Decaying Pulsar attack as the tail that stabs them also fires off a pulse beam. On a success they nimbly dodge it.
Decaying Pulsar. Ranged Spell Attack: +9 to hit, range 75 ft. 5 targets. 1D10 Necrotic Damage (AP: Targets hit with a Decaying Pulse have their movement halved until the end of their next turn and cannot use their bonus action).
Spit Up: As a bonus action, the Aswang can fire off any number of the spells it has stored inside of it.
Telepathic Instructions: This Aswang can command all allies within 10ft to take a single attack on a target of its choosing that they are within range of.
Spell Maw: When the Aswang is the target of a spell, it can cast the spell Counterspell 4 times. Regardless of the target spell cast, it is nullified. Said spell is stored inside of the Aswang and can be spat back out as a bonus action at a target of its choosing.
Horrific Experiment: When an ally reaches 0 HP and dies truly within 10ft of the Aswang, it may take a full Decaying Pulsar attack.
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Description
Of the Aswangs, none is more infamous among families all around the islands than the Kagliogo. It has a bright red body with two legs and five tail-like appendages sprouting from it that glow bright blue with necrotic energy. It famously abducts creatures and children for its many twisted experiences. They are typically higher, but not the highest, Aswangs only being out ranked by the Aswang Hoxprodta and the Aswang Oxrix-Tortoba. The Kagliogo often oversee the lesser necromancers and Aswangs like the Aswang Magoboruki and Aswang Thoodo.
Lair and Lair Actions
While this Aswang rarely has a set lair, wherever it sets up its shop becomes it lair after 48 hours of prolonged setup. Once officially set up with its crystals and bone mounds, the lair becomes an arcane nightmare full of spirits and teleportation.
Lair Actions
At the top of the initiative round, the Aswang may decide when in initiative the lair action will take place. It can only do this 3 times, once for each lair action.
- One with Bones: All undead creatures do not have to spend movement if moving through bone.
- Magical Disturbances: When an enemy casts a spell, they must roll a D100. If the result is < 50 nothing happens, if the result is > 50 the DM rolls on the Wild Surge Table behind the screen and the elected effect is given to the caster. This happens even if the spell is of no use.
- Fatiguing Mounds: The several huge mounds of bones radiate a 25ft aura. Any creature caught in this aura on this turn must make a CON save DC 16. On a success, they cannot use their move action. On a failure, they cannot use their action as well.
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