Small Aberration
Armor Class 15
Hit Points 134 (15d20)
Speed
STR
20 (+5)
DEX
11 (+0)
CON
20 (+5)
INT
7 (-2)
WIS
12 (+1)
CHA
9 (-1)
Saving Throws STR +9, CON +9
Condition Immunities Blinded, Charmed
Senses Passive Perception 11
Languages --
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Spell casting. The Spell Slinging Winged Kobold is a 4th level wizard. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Spell Slinging Winged Kobold has the following wizard spells prepared.

  • Cantrips (at will): fire bolt, light, mage hand, prestidigitation.
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield.
  • 2nd level (3 slots): misty step, suggestion.
  • 3rd level (3 slots): counterspell,fireball,fly.
  • 4th level (3 slots): greater invisibility, ice storm.
  • 5th level (1 slot): cone of cold

Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 14 Constitution saving throw if the basilisk isn't.

Frenzy. While the vampire is missing more than half its health, it makes melee attacks with advantage.

Rampage. When the vampire reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.

Actions

 

Multiattack. can bite and slam or rock.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 5) piercing damage plus 4 (1d8) poison damage.

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 5) bludgeoning damage.

Rock. Ranged Weapon Attack: +10 to hit, range 60/180 ft or 60ft line., one target. Hit: 30 (5d10 + 5) bludgeoning damage.

 

 

Bonus Actions

Abyssal Shriek (Recharge 5-6). The Owlbear releases a horrid screeching sound. All non-aberrations within 40ft that can hear it must make a DC 14 Wisdom saving throw. On a failure, a creature takes 3d6 psychic damage and is frightened or half as much damage and is not frightened on a successful one.

Reactions

Adapt (zorbo form). When pierced or slashed by metal its ac becomes 25 for 2 rounds or until it uses this ability again if damged by fire it gains resistance to fire for 2 rounds or until it uses this ability again if damaged by thunder/lighting it has two actions for 2 rounds or until it uses this ability again if damaged by acid or poison it is forced to use shape change.

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

Enter a general description for your monster here.

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.

phoenixbrich

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