Incorporeal Movement. The viterminus can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The viterminus has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the viterminus can become invisible
Unusual Nature. The viterminus doesn’t require sleep.
Multiattack. The viterminus takes the abyssal screech if it is able and then makes two grasping claw or life drain attacks.
Grasping Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 9 (1d8 + 5) slashing damage and 10 (3d6) necrotic damage. If the target is a medium sized creature or smaller, they are grappled (escape DC 15). The viterminus can only have two creatures grappled at a time.
Life Drain. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target that the viterminus has grappled. Hit: 18 (4d8) necrotic damage and the target has their maximum hit points decreased by half the damage dealt. The viterminus also regains hit points equal to half the damage dealt.
Abyssal Screech (1/day). The viterminus lets out a horrific screech, causing every creature of its choice within 30 ft. to take 14 (4d6) psychic damage and make a DC 16 wisdom saving throw or be frightened for 1 minute. Creatures can attempt this saving throw again at the end of each of their turns.
Spellcasting. The viterminus casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16, +8 to hit with spell attacks):
At Will: Chaos Bolt, Misty Step
3/day: Fear, Phantasmal Killer, Silence
1/day: Mental Prison
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
12/24/2024 7:37:25 AM
|
10
|
2
|
--
|
Coming Soon
|







Comments