Amphibious. The master can breathe air and water.
Legendary Resistance (3/Day). If the master fails a saving throw, it can choose to succeed instead.
Innate Spellcasting (Psionics). The master's innate spellcasting ability is Wisdom (spell save DC 19, + 11 to hit with spell attacks). It can innately cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: feather fall, jump, see invisibility, shield, telekinesis
1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force
Psychic Defense. While the master is wearing no armor and
wielding no shield, its AC includes its Wisdom modifier.
Multiattack. The master makes three unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +11 to hit, reach S ft.,
one target. Hit: 14 (2d8 + 5) bludgeoning damage plus 18 (4d8)
psychic damage.
Change Shape. The master magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the master's choice).
In a new form, the master retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
The master 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 master regains spent legendary actions at the start of its turn.
Detect Thoughts. The master reads the thoughts of a creature it can within 30 feet, as per the detect thoughts spell (DC 18).
Unarmed Strike. The master makes an unarmed strike.
Diplomatic Withdrawal (Costs 2 Actions). The master casts invisibility on itself and can then fly up to half its flying speed.
Description
Often working behind the scenes these mysterious sages, known as t’ien lung in their native tongue, lead a hidden monastic tradition that subtly influences the surrounding region. They are noble and honorable, though often rigid and unmerciful. A wispy beard dangles below its chin. The ancient master exudes an aroma reminiscent of cherry blossoms and this effect persists in whatever form the t’ien lung chooses to take.
Lair and Lair Actions
An Ancient Master’s Lair
T’ien lungs live in reclusive castle monastries on high mountain peaks.
Lair Actions
On initiative count 20 (losing initiative ties), the t’ien lung takes a lair action to cause one of the following effects:
- The t’ien lung creates fireworks or smoke as if it had cast the pyrotechnics spell. The effect chosen lasts until initiative count 20 on the next round.
- Magical fog billows around one creature the t’ien lung can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the t’ien lung until initiative count 20 on the next round.
Regional Effects
The region containing the t’ien lung’s lair is warped by the its magic, which creates one or more of the following effects:
- Once per day, the t’ien lung can alter the weather in a 6-mile radius centered on its lair. The t’ien lung doesn’t need to be outdoors; otherwise the effect is identical to the control weather spell.
- Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the master’s lair, the t’ien lung becomes aware of the creature’s presence and location.
- Gems and pearls within 1 mile of the lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the t’ien lung dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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7/17/2019 5:20:20 AM
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21
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1
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Coming Soon
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