Large Monstrosity, Neutral Evil
AC 16 Natural    Initiative +4 (14)
HP 120 (16d8 + 48)
Speed
Mod Save
STR 14 +2 +2
DEX 14 +2 +5
CON 16 +3 +6
Mod Save
INT 16 +3 +3
WIS 14 +2 +2
CHA 18 +4 +7
Resistances Psychic
Immunities Charmed
Senses Passive Perception 16
Languages None
CR 8 (XP 3,900; PB +3)
Traits

Shapechanger. Vorath can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Keen Senses. Vorath has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Cunning Action. On each of its turns, Vorath can use a bonus action to take the Dash, Disengage, or Hide action.

Innate Spellcasting. Vorath's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:

  • At will: Disguise SelfMinor Illusion

  • 3/day each: Charm PersonDetect ThoughtsMirror Image

  • 1/day: Dominate Person

Actions

Multiattack. Vorath makes two melee attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Mind Twist (Recharge 5-6). Vorath targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Intelligence saving throw or take 22 (4d10) psychic damage and be stunned until the end of its next turn. On a successful save, the target takes half damage and isn't stunned.

Deceptive Strike. Vorath makes a melee attack against a creature. If the attack hits, Vorath can cast Charm Person on the target without using a spell slot.

 

Reactions

Misdirection. When a creature Vorath can see targets it with an attack, Vorath can choose another creature within 5 feet of it to become the target of the attack instead.

bonkyjonk

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