Large Beast (Any Race), Lawful Neutral
Armor Class 15 leather armor
Hit Points 90 (2d4)
Speed 30 ft., climb 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
15 (+2)
INT
12 (+1)
WIS
18 (+4)
CHA
15 (+2)
Saving Throws STR +8, WIS +8
Damage Resistances Psychic
Condition Immunities Blinded, Deafened
Senses Passive Perception 13
Languages Common, Giant Owl, Telepathy from 20 ft. --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Big Size. They have resistance to bludgeoning damage. Every time she would suffer a hit by this kind of attack the current damages reduced by 5. 

Shaman Power If a spell attack hits the Wuru Ori, her next spell damage increase with 5.

Actions

Multiattack. Wuru Ori does one spell of her staff and one attack with her summoned troops. The turn of summoning she can't use other abbility.

Staff on Encestors. Wuru Ori does one action to summon a Party of Owlbear ghosts. This units cannot be damaged. Their damage is normal, but they can't use spells. They walk through objects and units. If Ori dies, the ghosts dissapear too.

With the staff Ori could do the following skills after the summoning is done:
1# Ghost Form. (1x / combat) Makes Ori to be a ghost for two turn. While its active she cannot be harmed and able to walk through objects. While she's ghost still can do orders for her troops.
2# Necrotic Smash. (2 x / combat) Ori smashes to the ground with her staff on a 10 feet circle area (reaches 10 feet), all enemy must do 16 DC CHA saveing throw or become damaged by 1d8 + 7 bludgeoning and 2d8 + 3 necrotic damage. On a successful save the target takes only the physical damage.
3# Minor Black Hole. (1 x / combat) Ori focuses her energy inside the ghosts she summoned and creates a black hole of them. This abbility remains for 3 turns. From 30 ft. they start to pull their enemies closer. On 30 ft. they must succeed a 10 DC STR saveing throw or being grabbed closer to 20 ft., from 20 ft. throw 15 DC STR saveing throw or be pulled to 5 ft. range. From closer than 15 ft. throw 18 STR DC or become grappled to the middle of the hole. Those who are in the middle must take 1d20 +7 force damage for  every turn. Escape DC is 18 STR. While the ghosts are black holes they still can move, attack but against those who are grappled  they can't do nothing. The grabbing effect repeats every turn when the skill is active. When its active Wuru Ori can't do other action with the staff. She must talk to keep up the black hole so silence could stop her to do this.
4# Flesh for  the Ancestor. (1x / combat) Ori does damage with necrotic energy in a 60 ft. circle, +5 to hit, Hit: 4 (1d8). All the damage she did with shadow turns to temporary life points for one of the summoned encestors (max. 68 HP). Its become alive for a week long. This reborned owlbear is available to remain even if Ori died, also available to do attacking, spelling actions, gains back its normal damage bonuses.

Reactions

OOWWW! If an owlbear goes below 10 HP than does a fast, and instant heal that unleash 1d8 +5 health (Wuru Ori too). If this owlbear doesn't die this turn, then next turn does additional 8 damage. If owlbears see that one of them deeply wounded they start to run to enemies faster with + 10 ft. movement speed (the ghosts too). 

Monster Tags: NPC

Habitat: ForestUrban

Napalma

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