Large Fey, Lawful Evil
Armor Class 19 Natural armour
Hit Points 287 (17d20 + 109)
Speed 30 ft., Fly 40 ft.
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
27 (+8)
WIS
27 (+8)
CHA
30 (+10)
Saving Throws INT +14, WIS +14, CHA +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120ft., Passive Perception 20
Languages Telepathy 100ft.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/day). If Antasma fails a saving throw, he can choose to succeed instead.

Innate Spellcasting. Antasma's innate spellcasting ability is Charisma (spell save DC 21). Antasma innately knows the following spells:
At will: Charm Person, Sleep (2nd level) 
3/day: Sleep (9th level), Dream, Hypnotic Pattern, Misty Step, Suggestion, Confusion
2/day: Hold Person (3rd level)
1/day: Dominate Monster, Mass Suggestion, Psychic Scream

Magical Attacks. Antasma's attacks are considered magical for the purpose of overcoming resistances and immunities.

Actions

Ultrasonic Stun (Bat Form only). Antasma's bat for opens its mouth and screeches loudly. A single creature of Antasma's choice must succeed a DC 23 Wisdom saving throw or be stunned for 1 minute. A stunned creature can repeat the save at the end of their turn.

Dreambeats. Antasma sings a mysterious, yet oddly calming lullaby. Any creature within 60ft. must succeed a DC 23 Wisdom saving throw or be lulled to sleep for 8 hours. A sleeping creature will awaken if damaged or shaken. Fey or creatures that cannot be charmed are not affected by this.

Dream Attack. Antasma, while concentrating on the Dream spell, uses an psychic blast on the target in their dreams. The target must succeed a DC 23 Intelligence saving throw or take 20d6 psychic damage.

Sleepy-Time Bomb (1/day). Antasma gathers psychic energy and drops an orb of powerful sleepy energy on a single point he can see in a 20ft. radius. Any creature in range must succeed a DC 22 Intelligence saving throw or take 10d6 psychic damage and be lulled to sleep for 1 minute. A sleeping creature will awaken if damaged or shaken. Fey are not affected by this.

Dream Eater (Antasma form only). Antasma chooses a single creature under the affect of sleep that he can see. The creature must succeed a DC 23 Charisma saving throw or take 16d6 psychic damage and Antasma regains an amount of hit points equal to half the damage dealt.

 

Bonus Actions

Bat Form. Antasma can choose to change between his bat form and his true form as a bonus action. Some traits and actions are exclusive to some forms.

TheLakeGuardian

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