Multi-Attack. The Vahki makes two attacks: two with its slam, or one with its slam and one with its Staff of Suggestion, or one with its Silencing Shot.
Staff of Confusion (Recharge 5-6). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) psychic damage and the target must make a DC 14 Intelligence saving throw. On a failed save, the target becomes confused, as per the Confusion spell, until the end of its next turn.
Silencing Shot (Recharge 5-6). Ranged Weapon Attack: +5 to hit, range 60/120 ft., one target. Hit: 6 (1d8 + 2) piercing damage, and the target must make a DC 13 Constitution saving throw or be silenced until the end of its next turn.
Biped-Quadruped Transformation. As a bonus action, the Vahki can switch between its biped and quadruped forms. In quadruped form, it gains a +10 ft. speed bonus but has disadvantage on Dexterity saving throws.
Anticipate Path. If a creature the Vahki Keerakh can see moves on its turn, the Vahki Keerakh can use its reaction to move up to its speed to an unoccupied space that it predicts the creature will move into.
Description
In the hushed corridors of knowledge that span Ko-Metru, the Vahki Keerakh enact their ghostly patrols. Few ever see them, fewer still live to speak of it. They anticipate the movements of their prey, appearing like a wisp of shadow where one least expects. Their Staffs of Confusion ensure that those who are apprehended lose all sense of direction—both physically and metaphorically. Many a scholar has been found wandering aimlessly, lost in both thought and location, victims of a Keerakh's uncanny foresight.
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