Huge Fey, Chaotic Neutral
Armor Class 18 (natural armor)
Hit Points 216 (15d20 + 66)
Speed 40 ft., swim 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws STR +10, CHA +10
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Force, Psychic
Condition Immunities Poisoned
Gear Deck of fey cards (Almost fully destroyed)
Senses Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Languages Common, Draconic, Druidic, Primordial, Sylvan, Telepathy 60 ft.
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The fey can breathe air and water.

Fey Words. Words that they speak can be completely literal if they wish, so long as the words do not effect anyone else, or effect the weather. The words can also establish contracts, even if they effect other people (So long as the contracts do not effect the life for multiple days a week, or their health).

Fearless. They have advantage on all checks against being intimidated or frightened.

Actions

Multiattack. The fey makes two attacks: one with its bite and one with its claws. It can replace the bite with claws.

Bite. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d8+4) piercing damage plus 7 (2d4+2) poison damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d8 + 8) slashing damage.

Cards (Recharge 5–6). Ranged Weapon Attack: +10 to hit, range 60 ft., one target. Hit: 11 (1d4 + 3) slashing damage. The attack hits twice, and each hit has an effect on it. Roll a d20 for the effect

1: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)

2: 2: It deals 2d4-2 additional force damage

3: 3: It deals 3d4-3 additional force damage

4: 4: It deals 4d4-4 additional force damage

5: 5: It deals 5d4-5 additional force damage

6: 6: It deals 2d6-6 additional force damage

7: 7: It deals 3d6-6 additional force damage

8: 8: It deals 2d8-6 additional force damage

9: 9: It deals 3d8-6 additional force damage

10: 10: It deals 4d10 additional force damage

11: Ace: It charms the target with a save DC of 16 (Wisdom)

12: Queen: The target is knocked prone until Ofterosuh's next turn

13: King: The damage from this card can only be healed by a long or short rest

14: Joker One: The target is frightened of their allies until the allies succeed on a DC 16 charisma (persuasion) check to convince them not to

15: Joker Two: The target is blinded and deafened until they use an action to succeed on a DC 16 wisdom saving throw

16: Queen: The target is knocked prone until Ofterosuh's next turn

17: King: The damage from this card can only be healed by a long or short rest

18: Queen: The target takes 2d12 necrotic damage

19: King: The target takes 2d12 necrotic damage

20: Ace: It frightens the target from Ofterosuh with a save DC of 16 (Wisdom)

Monster Tags: NPC

Habitat: ForestPlanar (Feywild)Urban

tarasque2897

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