Medium Monstrosity, Chaotic Evil
Armor Class 19 (natural armor)
Hit Points 360 (20d12 + 120)
Speed 35 ft., Fly 20 ft.
STR
20 (+5)
DEX
14 (+2)
CON
17 (+3)
INT
11 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws CON +9, INT +6, WIS +10, CHA +8
Damage Resistances Bludgeoning and Piercing from nonmagical attacks
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages --
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. The Creature has advantage on saving throws against spells and other magical effects.

Rejuvenation. A destroyed Creature gains a new body in 24 hours if the Mist still exists, regaining all its hit points and becoming active again.

Spellcasting. The Creature is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The Creature has the following spells prepared:

Cantrips (at will): mind sliver, thaumaturgy

1st level (4 slots): command, hex, hideous laughter

2nd level (3 slots): hold person, shadow blade, mirror image

3rd level (3 slots): fear, dispel magic

4th level (3 slots): phantasmal killer, charm monster

5th level (2 slots): synaptic static

6th level (1 slot): mental prison

Actions

Multiattack. The Creature can attack three times in its turn. Shadow blade spell gives it weapons for all of its hands.


Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 4) slashing damage.

Lair and Lair Actions

Mist of Bracklewhyte

 

The Mist protects island of Bracklewhyte by bringing it to a pocket dimension. Creatures can't escape the Mist, which looms in the water surrounding the islands. If a ship sails into the mist, it returns after a while. Sometimes the Mist weakens, allowing the islands to briefly visit normal world. Sometimes unsuspecting ships slip through into the mist and bring their crews into the pocket dimension, before The Order of the Mist manages to strengthen the Mist with human sacrifice and remove it from the world once again. This mist unfortunately doesn't let the dead souls out either, creating the Creature of the Mist to haunt those living within. 

Lair Actions

On initiative count 20 (losing initiative ties), the Creature takes a lair action to cause one of the following effects; The Creature can’t use the same effect two rounds in a row.

  • Teleport. The Creature can teleport to anywhere on the island within its mist.
  • Essence of mist. The Creature knows where all living creature are within the Mist.
  • Persist. The Creature can't be permanently killed while the mist exists, and is destroyed if the mist disappears. The Mist attacks stop for 24 hours, but continue immediately after.

Regional Effects

Mist rolls over the island somewhat randomly, usually 2-5 times a day and last for 10 minutes. Mist rarely comes right after another, but it happens. Cicadas give warning 5 minutes before and chapel keepers toll the bell, which can be heard all around the island. The mist doesn´t enter buildings painted yellow. The mist chokes living creatures, causing them to have disadvantage on constitution and strength rolls, while also reducing visibility to 60ft. Creature hunts within the Mist and can appear where it wishes, usually attacking immediately.

The creature can't enter yellow buildings and otherwise avoids yellow color if possible. This is due to color of the ritual room, in which the Order kills its victims.

 

Habitat: Hill

Naamakala

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