| Mod | Save | ||
|---|---|---|---|
| STR | 25 | +7 | +7 |
| DEX | 18 | +4 | +4 |
| CON | 22 | +6 | +14 |
| Mod | Save | ||
|---|---|---|---|
| INT | 26 | +8 | +16 |
| WIS | 24 | +7 | +15 |
| CHA | 30 | +10 | +18 |
Multiattack. Diafris makes three attacks: two with his spectral claws and one with his dread gaze.
Spectral Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 28 (4d8 + 10) necrotic damage. The target must succeed on a DC 23 Wisdom saving throw or be paralyzed until the end of its next turn.
Dread Gaze. Ranged Spell Attack: +17 to hit, range 60 ft., one target. Hit: 35 (10d6) psychic damage and the target must make a DC 25 Wisdom saving throw. On a failed save it is frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Nightmare's Grasp. (Recharge 0n a 6). Diafris targets one creature within 30 feet of him that he can see. The target must make a DC 25 Intelligence saving throw. On a failed save, the target is overwhelmed by its worst nightmares, becoming incapacitated for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Diafris can take 4 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. Diafris regains spent legendary actions at the start of its turn.
Detect. Diafris makes a Wisdom (Perception) check.
Teleport. Diafris teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Haunting Visions (Costs 2 Actions). Diafris summons haunting illusions in a 60-foot radius. Each creature in that area must succeed on a DC 25 Wisdom saving throw or be frightened for 1 minute.
Embrace of Shadows (Costs 3 Actions). Diafris conjures shadows that envelop all creatures within 30 feet of him. Each creature must make a DC 23 Dexterity saving throw or take 44 (8d10) necrotic damage and be blinded until the end of its next turn. On a successful save, the creature takes half as much damage and isn't blinded.
Description
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
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5/5/2026 6:02:47 AM
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2
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Coming Soon
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