Large Aberration, Chaotic Good
Armor Class 23 natural armour
Hit Points 300 (21d10 + 189)
Speed 45 ft., fly 45 ft. hover
STR
26 (+8)
DEX
15 (+2)
CON
24 (+7)
INT
12 (+1)
WIS
26 (+8)
CHA
7 (-2)
Saving Throws DEX +9, INT +8, WIS +15
Skills Athletics +15, Insight +23, Intimidation +15, Perception +15, Religion +7, Stealth +9, Survival +15
Damage Resistances Cold, Force, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Petrified
Senses Truesight 120ft, Passive Perception 29
Languages Common, Deep Speech, Dwarvish, Elvish, Telepathy 200ft
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

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

Unusual Nature. Abigail doesn’t require air, food, drink, or sleep.

Shapechanger. Abigail is able to change her shape and form at will as an action, without any statistical changes.

Heightened Senses. Abigail has advantage to all perception checks due to heightened senses.

Regenerating Flesh. Abagail naturally heals 8 damage every turn unless they start at 0 hit points

Actions

Multiattack. Abigail makes three attacks.

Predatory Strike. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 14 (1d6 + 10) [slashing] damage, 5 (1d8) psychic damage, 5 (1d8) cold damage and 5 (1d8) force damage.

Reactions

Absorbing. As a reaction when Abigail takes damage that she reduces she can instead heal the full amount she should have been damaged with 3/day.

Legendary Actions

Abigail can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. Abigail regains spent legendary actions at the start of its turn.

Bind (Costs 1 Action). One creature within 60ft of Abigail needs to make a DC 22 Strength saving through and on a failure becoming Restrained and Incapacitated for up to a minute being able to repeat the saving throw at the end of their turn.

Invoke Anxiety (Costs 2 Actions). Abigail causes one creature within 60ft to become anxious, having disadvantage on all wisdom saves, and any intimation checks against them have advantage until the end of her next turn.

Puppet (Costs 2 Actions). Abigail can make an attack using one corpse within 60ft of her, with a +15 to hit, dealing damage based on what they attack with.

Strip Defences (Costs 3 Actions). One creature within 60ft of Abigail loses all residences and immunities until the end of their next turn

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Quinnei

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