Baleful Glare. When a creature that can see the eyes of Yuri's severed head starts its turn within 30 ft of her, Yuri can force the creature to make a DC15 Wisdom Saving Throw if Yuri isn't incapacitated and can see the creature. On a failed wsave, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from Yuri, and can only use its action to dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightend instead. Unless surprised, a creature can avert its eyes to avert its eyes again. If the creature looks at Yuri in the meantime, it must immediately make the save.
Innate Spellcasting. Yuri's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Yuri Alpha can innately cast the following spells, requiring no somatic components:
Cantrips (at will): Bane, Chill Touch, Hex, Knock
3/day each: False Life, See Invisibility
1/day: Blight
Relentless Advance. Yuri is unaffected by difficult terrain, and can walk over water and other liquid surfaces.
Pendant of Flight. A necklace that allows the wearer to use the Fly spell on itself as a Bonus Action.
Multiattack. Yuri Alpha makes 4 attacks with her Gauntlets
Gauntlet Strikes. Melee Weapon Attack: +12 to hit, reach 5 ft., 1 target. Hit: 19 (2d12 + 6) bludgeoning damage, 9 (1d6 + 6) piercing damage, and 9 (2d8) necrotic damage..
Seal the Doom. Yuri Alpha points at a creature marked by Deathly Doom within 40 feet that it can see. The creature must succed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that succesfully saves is immune to this effect for 24 hours..
Deathly Doom (1/Day). Yuri magically dooms a creature. Yuri Alpha knows the direction to the doomed creature as long as it is on the same plane.
Interposing Glare. When Yuri Alpha is hit by a melee attack, it can move its severed head in front of the attacker's face. The attacker is affected by Yuri's Balefule Glare immediately. If the creature is averting its eyes this turn, it must make the save, but does so with advantage.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
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.
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