beast vitality: when this creature uses morph it heals for 3d20 damage and removes all status conditions.
Resonating Howl: As a bonus action this creature can release a bone chilling magical howl. all creatures within hearing distance (400 ft. during combat) must make a wisdom saving throw of 16 or receive a -2 to all modifiers they are not proficient in, including saves and checks. last 4 turns and removes hiding status from this creature if applicable. Can be stack up to 5 times.
Daughter of the moon: During a full moon this creature cannot control its form and cannot use morph. during that time they receive an additional 12D20 health (200) and extra attack die.
Morph: This creature may use morph to become the Alpha of the fate plains (human) as an action. If it chooses to do so no other actions or bonus actions may be used. Can use it up to three times a long rest.
Guardian of the fate plains: As long as this creature is within the fate plains It automatically wins initiative.
Initiative +4
Attacks:
Claw Attack: Claws: +2 to hit, reach 6 ft., can target multiple enemies in an arc. Hit: 1 (2d12) [Slashing, magical] damage. Can ignore magical barriers for the first three times per long rest. On hit: Halves enemy speed for two turns, stackable.
Bite: Bite: +1 to hit, range 6 ft., 1 target. Hit: 1 (2d20) [piercing, force] damage. Disadvantage against ac 16 or higher, and heavy armor. reduces targets armor class by 2 on hit, until long rest.
Dash
Disengage
Hide
Shove
Grapple
Dash: this creature may take the dash action as a bonus action
Disengage
Hide
this creature receives two bonus actions per turn.
Unrelenting assault: When an attack misses this creature and the target that attempted it is in range, this creature may attack the target as if it was their turn.
Attack of opportunity
This creature may perform up to three actions per turn including legendary actions:
See lair actions
Description
This monster is ferocious and primal. It serves the God of the Fate plains whose word is law. That law will never be broken willingly by this creature. Survival of the fittest is what she lives by. dominance and power are the only ways to create order. she also however has some dog like qualities. loyalty, and a willingness to play to name a few. she loves to hunt as well.
Lair and Lair Actions
The vast fate plains a barren grassland with grass growing up to 5 feet high, storms frequently, and stretches on for miles. craggy rocks are the only interesting part of the landscape. Trees do not grow naturally here.
Lair Actions
- Pack rally: this creature opens up mist gate that can teleport her fellow pack members to her from any location. She can do this with a maximum of five pack mates per action this way. Cooldown: 8 turns
Regional Effects
The region containing a legendary Alpha of the Fate plains lair is covered in a magical misty field, which creates one or more of the following effects:
- Cannot be detected by any means until you enter combat.
- Does not allow the teleportation into the plains by any means other than mist gates or the plains Deity.
- This monster can cover 300 feet in every direction with her as an origin with a stronger version of the spell, randomly redirecting the target of any and all magic within or entering the field
These effects do not fade regardless of this monster's fate.
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