Large Fiend (Blindheim), Lawful Neutral
Armor Class 20
Hit Points 350 (9d10 + 350)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
18 (+4)
INT
18 (+4)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws CON +8, INT +8
Damage Resistances Acid, Bludgeoning
Damage Immunities Cold
Condition Immunities Blinded, Deafened
Senses Passive Perception 16
Languages Common Common
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Actions

Attack: Yin drasil strikes a creature with his arm. +3 2D6+3 bludgeoning.

Drag: a creature within his 30ft range is pulled right in front of yin drasil. The creature takes 1D4 force damage.

Transmute weight. Yin drasil chooses one object or creature to heaven double or half the weight.

Judgement: yin drasil sees a creature within 30ft and casts judgement. He sees the creatures best and worst action and chooses to either deal 3D10 damage  or not.

Nothing: Yin drasil fires a beam of light to a creature within 40ft. The creature takes 3D6 damage and has its movement speed halved. 

Personality: yin drasil casts a spell increasing its armour class by 1 for every enemy within 70ft of it. This lasts 1 hour.

 

Bonus Actions

Weaken: A creature within 30ft loses 1D4 for their next D20 roll.

Legendary Actions

GREAT FALL: all creatures within 100ft rapidly fly up into the air with yin drasil. They stay at 400ft above ground for 10 min minutes. All spells yin drasil casts hot in this time frame. When ten minutes pass all creatures fall to the ground below. All allies on yin drasil will take no damage.

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.

Description

Stacks of deer skull put together and four long skeletal arms are released from a dark cloak around the deer skulls floating together. A large spinal cord holds over a head with a humanoid face watching over. He leads over the ministry facing enemies with the power of weight behind him.

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.

Monster Tags: aberration

Habitat: Arctic

StixOfKrav

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