Spellcasting: The host can tap into Psionic magics, its spellcasting ability is Charisma
- At will spells: Telekinesis, Deafness/Blindness, Command
- 3 per day: Chain lightening, Shield
- 2 per day: Wall of force, Far Step
- 1 per day: Force Cage, Power Word Kill
Bond Weapon: Can summon its weapon from a pocket dimension and send back as a bonus action. Cannot be disarmed unless unconscious
Physical Control: uses Charisma for hit in place of Strength or Dexterity
All Around Vision: cant be surprised unless incapacitated
Multi attack: The host can make 3 attacks when the attack action is taken
Cunning Action: can take the Hide, Dash or Disengage as a bonus action
Spell Fighter: When a spell is used it can make one melee attack as a bonus action
Life Drain (recharge 5-6): as an action every creature within 30ft. of the host must make a Constitution DC 21 saving throw, on a failure targets take 3d10 Necrotic damage and host is healed for half the total amount. If any part of the hosts body has been dismembered its pulled back to the body and reconnected.
Fighting Mastery: As a bonus action the host can change sword forms (recharge 5-6)
- Form 1: Basic fighting form, for multiple attackers.
- Once per round a melee attack can hit up to 3 targets. Each consecutive hit must land to hit the next target.
- Form 2: For single combat, tight and agile moves.
- Can use reaction to parry melee/ranged weapon attacks D12 + spell modifier to reduce damage.
- Once per round when an enemy misses a melee attack you can take one attack against them as an reaction
- Form 4: Focus on aggressive Magic infused attacks.
- Pushing attack: Once per turn when the host hits a creature they must make a Strength saving throw DC 21 or be pushed 15 ft.
- Trip attack: Once per turn on a hit the target must make a DC 21 Strength save or fall prone
- Adds Charisma modifier to damage roll
Legendary Resistance: 3/day on a failed saving throw it can choose to pass
Possession: The mask finds a new host body (either out of necessity or choice). The target must make a DC 21 Wisdom saving throw or be overtaken. If successful the creature is immune to these effects for 24 hours. Once overtaken the creatures mind is pushed into the void and the mask takes full control over the host. It takes on the hosts HP, Strength, Dexterity, and Constition
Description
Once a regular Quori spirit under the rule of the Il-Lashtavar, it rose up to become its second in command. Always hunger for more power it has found a way to take the souls of the powerful and add to its own power. Its primary goal is to gain enough power to take its masters place and gain control of the Dreaming Dark for itself.
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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