Medium Humanoid (Half-Orc), Lawful Evil
Armor Class 18 Natural armor
Hit Points 200 (10d10 + 145)
Speed 40 ft.
STR
20 (+5)
DEX
18 (+4)
CON
18 (+4)
INT
13 (+1)
WIS
22 (+6)
CHA
12 (+1)
Saving Throws STR +10, DEX +9, WIS +11
Skills History +6, Insight +6, Perception +11
Damage Vulnerabilities Force
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Grappled, Prone
Senses Truesight 10 ft., Passive Perception 21
Languages All
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

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

Split Existence. Garashi takes 10 (3d6) damage of a random damage type at the end of each of her turns. This damage ignores her resistances and vulnerabilities.

Dimensional Lock. Other creatures can't teleport to or from a space within 60 ft of Garashi. Any attempt to do so is wasted. 

Actions

Forced Shift (recharge 5-6). Garashi casts plane shift targeting another creature (save DC 18), requiring no verbal or material components. On a failed save, Garashi can choose the location to which the creature is transported.

Planar Strike. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 37 (13d4 + 5) damage. This attack deals 1d4 damage of each damage type.

Planar Blast (recharge 3-4). Garashi expels planar energy in a 30 foot cone. All creatures within the cone must make a DC 18 Dexterity saving throw, taking 23 (5d6+6) damage on a failed save, or half as much on a successful one. The damage type depends on the plane of existence the creature is currently on.
On a failed save, a creature is also subjected to a condition based on the damage type, as shown on the table below. A creature can make a DC 18 Wisdom saving throw at the end of each of its turns, effect ending on a success

DAMAGE TYPE CONDITION
Bludgeoning, Piercing, Slashing Restrained
Poison, Acid Poisoned
Force, Lightning Paralyzed
Necrotic, Cold Unconscious
Psychic, Thunder Stunned
Radiant, Fire Blinded
Reactions

Deflect Missiles. In response to being hit by a ranged weapon attack, Garashi deflects the missile. The damage she takes from the attack is reduced by 2d6+3. If the damage is reduced to 0, Garashi catches the missile if it’s small enough to hold.

Legendary Actions

Garashi 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. Garashi regains spent legendary actions at the start of her turn.

Attack. Garashi makes one Planar Strike attack.

Dimensional Leap. Garashi teleports to an unoccupied spot she can see within 30 ft.

Energy Discharge (Costs 2 Actions). Garashi expels energy in a 20 ft sphere, regaining 6 (1d4 + 4) hit points. Each creature within the sphere must succeed on a DC 18 Dexterity saving throw or take 16 (3d6 + 6) damage of a random damage type.

Mythic Actions

If Garashi's pet raccoon dies, she regains 65 (10d12) hit points and gains the following attributes:

Reckless Rage. When Garashi uses an ability that deals damage, she takes an additional 1/8 of the damage rounded up. 

New Action: Multiattack. Garashi makes three Planar Strike attacks, one of which she can replace with a Planar Blast.

New Legendary Action: Imposed Shift (Costs 2 Actions). Garashi casts plane shift targeting another creature (save DC 18), requiring no verbal or material components. On a failed save, Garashi can choose the location to which the creature is transported.

Description

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