Large Monstrosity, Chaotic Evil
Armor Class 16 Natural Armor
Hit Points 120 (10d10 + 30)
Speed 30 ft.
STR
19 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
14 (+2)
CHA
8 (-1)
Saving Throws STR +7, CON +6
Skills Insight +8, Intimidation +5, Perception +8
Damage Vulnerabilities Radiant
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Blindsight 10 ft., Darkvision 160 ft., Passive Perception 12
Languages Birdfolk, Hook Horror - The Vernikón can understand these languages but can't speak any of them.
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Legendary Resistances (2/Day). If Vernikón fails a saving throw, it can choose to succeed instead.

Ambusher. The Vernikón has advantage on attack rolls against any creature it has surprised.

Actions

Multiattack. The Vernikón makes two claw attacks. This can only be used if the target is prone, paralyzed, unconscious or stunned.

Claw. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 4) slashing damage. 

Vernikón's Call. Vernikón calls its loyal Verlings to the fight and receives Calling condition for one turn. (Calling: The creature calls forth 3 spawns when this condition ends.)

Vernikón's Silence. Vernikón casts Silence as a concentration.

 Frozing Ray. Vernikón focuses on the cold nature of the Underdark and casts a ray on a creature. It deals 2d8 Cold damage.

Bonus Actions

Leap. Jump onto a creature, potentially dealing 1d6 bludgeoning damage and leaving the creature prone. The creature must succeed a DEX Saving Throw with a DC of 14  in order to negate the effects.

Feast. The Vernikón can feast on a creature's body if it's Dead, Unconscious or willing to give themselves away. If the creature is Tiny, it heals for 1d4. If the creature is Small, it heals for 2d4. If the creature is Medium, it heals for 3d6. The creature takes the same amount of Necrotic damage that Vernikón heals.

Reactions

Behind The Mask. After taking damage, let that creature take a glimpse at what you're hiding behind your mask. The creature must succeed an INT Saving Throw with a DC of 10. On a failed save, the creature takes 1d6 Psychic damage and is Frightened for 2 turns. If the creature succeeds, the creature takes no damage and isn't Frightened.

Legendary Actions

The Vernikón can take 1 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. The Vernikón regains spent legendary actions at the start of its turn.

Mask Is Off (1 Action). Your mask is magical and sensitive to magic. If someone casts magic on you on their turn, drop your magical mask and let every creature looking at you see your horrifying face. The creature must succeed an INT Saving Throw with a DC of 14. On a failed save, the creature takes 3d6 psychic damage. If the creature succeeds, it takes no damage.

Claw (1 Action). The Vernikón makes one claw attack.

Frozing Ray (1 Action). The Vernikón casts Frozing Ray on a creature.

Description

The Vernikón lurks and wanders beneath the comforts of the surface, namingly, The Underdark. Being a very rare species, most Vernikóns find themselves a lair and a pack of Verlings to serve them. They appear as large humanoid owls wearing a shiny mask.

Lair and Lair Actions

Vernikóns usually use deep, unvisited corners of the Underdark caves in order to lead a reclusive life for themselves. They usually take care of their Verlings in their lairs, rarely going out to find food and other sources.

Lair Actions

On initiative count 12 (losing initiative ties), the Vernikón takes a lair action to cause one of the following effects; the Vernikón can’t use the same effect two rounds in a row:

  • The Vernikón's magic weighs heavy in here. The Vernikón uses the magic to create otherworldy horrors only visible to the creatures it chooses. They must succeed a DC 12 Intelligence saving throw in order to avoid being Frightened for 1 turn. The Vernikón can’t use this lair action again until it has used a different one.
  • This is the place where Vernikón keeps and takes care of its Verlings. The Vernikón instantly calls one Verling to aid it in the battle. The Vernikón can’t use this lair action again until it has used a different one.
  • The Vernikón uses the magic in the air to heal itself. The Vernikón heals for 3d4 hitpoints. For each Verling in the battle, he heals for an extra 1d4. The Vernikón can’t use this lair action again until it has used a different one.
  • This place knows if its owner is in danger. The Vernikón binds the magic in the air to the creatures it chooses, dealing 2d6 Necrotic damage. The creature must succeed a DC 12 Constitution saving throw in order to negate the damage completely. The Vernikón can’t use this lair action again until it has used a different one.

Regional Effects

The region containing a legendary Vernikón’s lair is heavily changed by the creature, which creates one or more of the following effects:

  • The surface is almost covered with rotten flesh, making the surface a difficult terrain. Piles of rotten flesh hang from the ceiling and are on the walls, emanating a disgusting stench for most creatures.
  • The presence of Verlings still lurk in the place, making it impossible to enter the area or leave the area without facing some Verlings in a battle.
  • The magical presence Vernikón left behind still shows its presence in the area, leaving every humanoid in the area with an unknown feeling of uneasiness.

If the Vernikón dies, these effects fade over the course of 3d6 days.

Monster Tags: monstrosity

Habitat: Underdark

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