Medium Aberration, Chaotic Neutral
Armor Class 25 Natural armour
Hit Points 686 (112d8 + 182)
Speed 45 ft.
STR
30 (+10)
DEX
30 (+10)
CON
25 (+7)
INT
17 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +19, CON +16
Damage Immunities Acid, Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 feet, Passive Perception 25
Languages Common, Draconic, Ancient Draconic, Elvish.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Cursed nature: Miko's attacks count as magical

Cursed undeath: If Miko's physical body is destroyed but his soul is not captured/restrained/destroyed. He will return to life after 3 days.

Frightful Presence. Each creature of Miko's choice that is within 120 feet of him and aware of him must succeed on a DC 24 Wisdom saving throw or become frightened 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 Miko's Frightful Presence for the next 24 hours.

Legendary Resistance (3/Day). If Miko fails a saving throw, it can choose to succeed instead.

Wendigo's Vitality (1/long rest): If Miko would be reduced to 0 hit points, his current hit point total instead resets to 500 hit points, he he regains any expended uses of Legendary Resistance. Additionally, Miko can now use the options in the "Mythic Actions" section for 1 hour

Frost aura: Any creature that starts it's turn within 30 feet of Miko must make a constitution saving throw, dc 24, or take 35 (10d6) Cold damage

Eldritch fortitude:  Miko is immune to any effects that would alter his form against his will or forcibly move him to another plane of existance
Actions

Multiattack. Miko makes three attacks: two with his claws and one with his Earthen lance. Alternatively, He uses his Icicle lance twice. If his Wendigo's vitality trait is active, He can instead make six attacks, 4 with his claws and 2 with his earthen lance. or he can use his icicle lance 4 times instead of 2. 

Claw attack. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 30 (3d12 + 10) slashing damage and an additional 11 (3d6) necrotic damage. If his Wendigo's vitality trait is active, He also does an additional 7 (2d6) cold damage

Earthen Lance: Melee spell attack:  +17 to hit, reach 10 feet, 1 target, Hit: 22 (4d10) Bludgeoning damage

Blinding flash: All creatures within 60 feet of Miko must make a dc 26 constitution saving throw or become blinded for 3 rounds.

Icicle lance. Ranged Spell Attack: +17 to hit, range 60/120 ft., 1 target. Hit: 52 (8d12) cold damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Miko can take 3 (6 if Wendigo's vitality is active) legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Miko regains spent legendary actions at the start of its turn.

Earthen lance (Costs 1 Actions): Miko makes one earthen lance attack

Icicle Spear (Costs 1 Action): Miko makes one icicle lance attack

Vanishing step (Costs 2 actions): Miko turns invisible and moves up to his movement speed, avoiding any opportunity attacks.

Mythic Actions

If Miko's Wendigo's Vitality trait has activated in the last hour, he can use the options below as legendary actions.

Regeneration (Costs 2 actions): Miko regenerates 5d10+10 hit points.

Wendigo's Shriek (Costs 3 Actions, Recharge on a 6). All creatures within 120 feet of Miko must make a dc 26 Constitution saving throw or take 33 (5d12) psychic damage and become paralyzed for 30 seconds. the creature can repeat the saving throw at the end of each of their turns to stop being paralyzed.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
11/17/2023 11:10:19 PM
3
2
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Coming Soon
11/17/2023 11:12:02 PM
1
1
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Coming Soon

Habitat: Forest

Sento_ura

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