Flyby. The archowl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The archowl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Studied Linguist. The archowl understands and speaks one or two languages in addition to the ones it already knows.
Legendary Resistance (3/Day). If the archowl fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The archowl's spellcasting ability is Intelligence (spell save DC 26). It can innately cast the following spells, requiring no material components:
At will: comprehend languages, identify, gust of wind
3/day each: blur, haste, detect thoughts
1/day each: mirage arcane, whirlwind
Spellcasting. The archowl is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +12 to hit with spell attacks). The archowl has following wizard spells prepared:
Cantrips (at will): light, mage hand, shocking grasp
1st level (4 slots): detect magic, magic missile, shield, thunderwave
2nd level (3 slots): darkness, mirror image, warding wind
3rd level (3 slots): counterspell, lightning bolt, major image
4th level (2 slots): confusion, hallucinatory terrain, storm sphere
5th level (2 slots): animate objects, control winds
6th level (1 slot): chain lightning, programmed illusion
7th level (1 slot): etherealness, forcecage
8th level (1 slot): antimagic field, maze
9th level (1 slot): weird
Multiattack. The archowl makes three attacks. Two with its talons, and one with its beak.
Beak. Melee Weapon Attack: +12 to hit, reach 10 ft., one creature. Hit: 17 (2d10 + 6) piercing damage.
Talons. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.
Change Shape. The archowl magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the archowl's choice).
In a new form, the archowl retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.
Deafening Screech. The archowl lets out an ear-splitting screech that drowns out all noise within 120 feet. Each creature within 120 feet of the archowl must succeed on a DC 20 Constitution saving throw or become deafened 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.
Frightful Shriek. The archowl lets out a horrifying shriek. Each creature within 120 feet of the archowl must succeed on a DC 20 Charisma 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 archowl's Frightful Presence for the next 24 hours.
Lulling Coo. The archowl lets out a soothing coo. Each creature of the archowl choice that is within 120 feet of the archowl must succeed on a DC 20 Wisdom saving throw or become unconscious 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.
The archowl can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The archowl regains spent legendary actions at the start of its turn.
Detect. The archowl makes a Wisdom (Perception) check.
Beak Attack. The archowl makes a beak attack.
Wing Attack (Costs 2 Actions). The archowl beats its wings. Each creature within 10 feet of the archowl must succeed on a DC 22 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The archowl can then fly up to half its flying speed.
Description
Among the most intelligent of beasts is the archowl, a massive avian creature with ties to the Ethereal Plane. Its otherworldly bonds are reflected in its haunting ebony eyes and its menacing owl-like visage. Its tremendous wingspan, elongated neck, and thick, lashing tail, leaves this great feathered predator with a striking resemblance to a great dragon, earning it the name "owldrake" in some circles.
Similar to dragonkind, the archowl lords over a priceless hoard that consumes the entirety of its domicile. However, instead of presiding over vast stores of coin or flashy trinkets, the archowl prefers to fill its halls to the brim with coveted knowledge and exceptionally rare historical artifacts. It guards its scholarly treasures with an unusual envy, utilizing illusory magic to warp and twist the land around its home to prevent adventurers, treasure hunters, and other interested parties from locating its priceless collection.
Fortunately, an archowl will rarely begin confrontation of its own accord. Any individual that manages to reach its hoard will be told to leave, followed by threat of forceful removal should they prove persistent.This, in combination with the archowl's mastery of illusion and intimidating features, is usually enough to scare off any unwanted guests. Still, the archowl may be persuaded to allow any wandering scholars to peruse its collection, provided that they have valuable information to offer in exchange.
Lair and Lair Actions
An archowl roosts within the confines of an old ruin or otherwise abandoned and isolated structure with fortitude enough to safeguard its vast collection of coveted knowledge against prying eyes. Within its lair is a labyrinthine hoard of historical texts recounting world-shaping events, great tomes filled with teachings on mysteries of the arcane, weathered scrolls containing the memories of heroes from ages past, and myriad ancient artifacts and exotics. These items take up the bulk of available space within the structure, and are sorted to varying degrees of organization, from row upon row of towering book stands to massive, disorderly piles that touch the ceiling.
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:
- A strong wind blows around the archowl. Each creature within 60 feet of the archowl must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the archowl and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.
- Part of the ceiling collapses above one creature that the archowl can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.
- The archowl animates 1d6 weapons scattered about the lair as if it had the animate objects spell.
Regional Effects
The region containing a legendary archowl’s lair is distorted by the archowl's illusory magic, which creates one or more of the following effects:
- The archowl's illusions twist and morph the landscape within 5 miles of the archowl's lair, making the land take twice as long to traverse. These same illusions create images of Large or smaller monsters within 1 mile of the archowl's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
- Great squalls are common within 5 miles of the archowl's lair.
- Within 1 mile of its lair, the archowl leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures.
If the archowl dies, these effects fade over the course of 1d10 days.
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