Note: This creature is kind of complicated. Please read the description before the statblock.
Heightened Feline agility. Arethka succeeds all form of dexterity related rolls or saving throws by default.
Alien Mind. Should a character or NPC attempt to communicate magically with Arethka through any means, they view the inner machinations of it's mind, and are unable to comprehend it. They must succeed on a DC 15 wisdom saving throw or be driven mad and roll on the long term madness table.
Chaotic Mercy. If Arethka is manifested during a session in which a player character accumulates three failed death saves, the dying player witnesses whatever god retrieves dead souls in that campaign setting walking toward them, before an orange feline saunters it's way in between the player and the god. The god visibly recoils in fear, and flees. Instead of dying, Arethka decides the character is subject to the effects of the Void card from the Deck of Many Things. The other characters witness the cat during this interaction, but are aware of the effects on the characters soul only at the DM's discretion. (for example, a character makes an insight check and successfully infers that the characters soul is intact but not present) This Trait can only be used by Arethka once per campaign. Any character whose soul is retrieved gains the Mark of Arethka, the effects of which are detailed in Arethka's description.
Divine Aversion. When a manifestation of Arethka is in the presence of a divine being, the being must succeed on a DC 35 wisdom check or be frightened and make every effort to kill or banish Arethka, ignoring the player characters. If Arethka dies, it doesn't appear again and all fate rolls default to a 2-9 until the characters are no longer in the presence of the divine being, at which point Fate Rolls resume as normal.
Spellcasting. Arethka plays with the strings of the weave as it would with yarn. Its spellcasting ability is Wisdom (spell save DC 25).
Spells (at will, 3/day): any spell up to 8th level that does not include damage dice in it's description.
Multiattack. Arethka makes 2 claw attacks
Claw. Melee Weapon Attack: +17 to hit, reach 5 ft., 1 target. Hit: 1 [slashing] damage, and the creature must succeed on a DC 20 wisdom saving throw or be stunned until the end of it's next turn.
Feline prowess. Arethka moves up to twice it's movement as a bonus action without triggering opportunity attacks.
Dodge. When a creature targets Arethka with an attack, it gains a +10 to it's AC until the end of the attacking creatures action.
On initiative count 20, the DM rolls a d4 and subtracts 1. Arethka takes the corresponding legendary action at the end of each players turn in combat until it has no actions remaining. It may spend up to 4 actions that round of combat, and regains all expended actions at initiative count 20.
0 - Feline Gall (costs 4 actions). Arethka witnesses the DM rolling a one and decides the players don't need any help because the DM's rolls are bad.
1 - Bend Fate (Costs 4 Actions). All players roll a d20 with no modifiers. Arethka chooses the player with the highest roll. It bats fates strings with it's paw, giving that creature double advantage on it's next saving throw or attack roll. This effect does not stack.
2 - Feline Indifference (Costs 1 Actions). If a creature targets Arethka and succeeds on it's attack roll, Arethka stares indifferently at that creature and bends reality to it's whim, causing the creature to fail instead. If no attacks target Arethka and this action is rolled, Arethka takes the multiattack action against the nearest enemy.
3 - Random Magic Surge (costs 2 Actions). Arethka gets bored and decides to roll on the wild magic table.
Mythic Actions. Erethka takes a mythic action every time it dies, and has 9 mythic actions every campaign. Once Arethka expends all uses of its Mythic Actions in a campaign it cannot be remanifested by any means but a wish spell cast by the players.
Remanifestation (Costs 1 Actions). Erethka casts Wish, the wording of which is as follows: Arethka wishes that the attack that killed it dealt 0 damage.
Description
Arethka has noticed it had been observed. If you are a Dungeon Master viewing this post, stop whatever you're doing and roll a d20. If an odd number is rolled, Arethka must never be used in that DM's campaigns. If an even number is rolled, Arethka miraculously appears in all games the DM is currently running. This is not a consensual choice; the will of Arethka is absolute, removing even the agency of the Dungeon Master in the light of spreading utter chaos. If a player is reading this, please refrain from reading this description, as the mystery surrounding this creature will disappear, which is no fun. Don't be a Debbie downer. Arethka doesn't like that.
Arethka is a lord born from the chaos of the primordial sea. It manifests itself in the form of a small orange feline, it's birth occurring on the above roll. Should Arethka manifest itself in your games, have your players choose someone in each game to roll a d20 at the start of every session; this will be referred to as the Fate Roll. The specific player who rolls the die is irrelevant, but it adds to the mystique of this creature; If the player rolls a natural 1, Arethka does not interact with the party for 5 sessions. If a natural 20 is rolled, Arethka accompanies the players as an honorary member of their party for 5 sessions, then disappears until a Fate Roll causes it to appear again. If the roll is lower than 10, Arethka does not appear that session. If the roll is higher than a 10, Arethka appears that session. There are no modifiers applied to this roll. If 3 natural 20's or 2 natural 1's are rolled in any combination and order consecutively, Arethka permanently becomes a member of that party for the remainder of that campaign, as well as all following campaigns related to it. Additionally, a random player---whomever rolled a natural 20 last---gains an affect called the Mark of Arethka; the player's current character and all future characters bear this mark. If a player with the mark of Arethka joins a campaign that does not have a manifestation of Arethka currently, the mark is spent and the player must share this stat block with the DM, with the main difference being that the DM does not roll to manifest Arethka; the mark garrentees its appearance. If Arethka is already present, the mark has no effect and disappears. Finally, should Arethka appear during a session, the DM must roll a d10, referring to the list below.
1-5 - Arethka remains as a spectator. Whenever the players fail a roll of any type for the first time that session, they notice the flick of a tail, or the glint of hidden eyes: They flip a coin and miraculously succeed on heads, and critically fail on tails.
6-7 - Arethka participates in combat against the players when initiative is first rolled that session using only it's attacks and spellcasting. Arethka does not take legendary actions in this state, and can only make use of spells at the level the party can cast. If no spellcasters are present in the party, Arethka cannot use it's spellcasting.
8-10 - Arethka appears in it's feline form and actively participates in combat on the player's side. When initiative is first rolled that session, taking randomly determined legendary actions at the end of each of the players turns. It does not roll initiative and may only use legendary actions, regaining all extended legendary actions at initiative count 20.
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.
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Posted Nov 22, 2025slight typo at the end of description: Supposed to say "participates in combat on the player's side when initiative is first rolled that session,"
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Posted Nov 25, 2025Also not sure why the Lair and Lair Actions section is showing. I deselected it during creation, but its a bit buggy so didn't save it I guess. Arethka has no lair.