Spellcasting.
Disguise Self - 2 Slots You make yourself--including your clothing, armor, weapons, and other belongings on your person--look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Silence - 1 slot For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Greater Invisibility - 1 slot You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisble as long as it is on the target's person.
Shortbow - +5 to hit, 80ft/320ft, 1 target. 2d6+2
Handaxe - + 5 to hit, reach 5ft, 1 target. 2d6+2
Multiattack. The Baykok can use its Frightful Screech. It then makes 2 attacks: 2 with its Handaxe's
Frightful Screech - (rechard 5 or 6) - Each creature of the Baykok's choice that is within 120 feet of the Baykok and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Baykok's Frightful Screech for the next 24 hours.
The Baykok can cast Greater Invisibility - (Costs 1 Actions).
The Baykok strikes with Precision and Speed ignoring the targets AC - (Costs 1 Actions).
The Baykok lets out a Terrifying Screech all characters within 60 feet must succeed on a Wisdom DC 18 saving throw or become frightened for 1 minute - (Costs 2 Actions).
Description
Enter a general description for your monster here.
Lair and Lair Actions
The Baykok's lair is a Mound deep within a forest, inside the mound it has winding tunnels that stretch over most of the forest but they all lead back to the Mound
Inside the mound their is a circular lair with piles bones scattered around
Lair Actions
On initiative count 20 (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:
- Darkness
Magical darkness spreads from a point you choose to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.
If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing a legendary Baykok’s lair is eerily silent, which creates one or more of the following effects:
- Any Character that enters the forest must perform a stealth check DC 22, if the stealth check is failed, they have Disadvantage on any stealth check made within the forest
- There are traps all over the forest, a Perception check DC 16 will spot most trap
- The Perception check DC 20 will spot traps within the Baykok's lair
- A stealth check made within the Baykok's lair DC 22
If the Baykok dies, these effects fade over the course of 1d10 days.
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