Medium Fey (Harengon), Chaotic Evil
Armor Class 19 (studded leather, shield)
Hit Points 78 (12d8 + 24)
Speed 35 ft., or 70 ft while wearing his scarf
STR
11 (+0)
DEX
20 (+5)
CON
11 (+0)
INT
11 (+0)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +8, WIS +5
Gear Blue Scarf. Agdon’s scarf is a bright blue length of cloth that he claims was woven from lightning bolts he stole right out from under a dark cloud. The scarf can’t be removed, even if Agdon dies. As long as Agdon is wearing the Blue Scarf, it grants him Freedom of Movement (as described above), allows him to cast the Haste spell (self only) once per day, and delivers an electric shock to anyone that touches it.
Senses Passive Perception 16
Languages Common, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Evasion. If Agdon is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw and only half damage if he fails, provided he isn’t incapacitated.

Standing Leap. Agdon’s long jump is up to 20 feet and his high jump is up to 10 feet, with or without a running start.

Sneak Attack. Agdon’s deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of Agdon's allies that isn't incapacitated and Agdon doesn't have disadvantage on the attack roll.

 

Freedom of Movement. As long as Agdon is wearing his Blue Scarf, he is unaffected by Difficult Terrain, and spells and other magical effects can neither reduce his Speed nor cause him to have the Paralyzed or Restrained conditions. In addition, Agdon can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on him. 

Shock. As long as Agdon is wearing his Blue Scarf, anyone that touches the scarf must make a DC 12 Constitution saving throw. On a fail, they take 4 (1d8) lightning damage, and can't take reactions until the start of their next turn. On a pass, they take half damage and suffer no other effects.

Actions

Multiattack. Agdon makes two Branding Iron or Dagger attacks.

Branding Iron. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (3d6) fire damage, and the target is magically branded. For one minute, at the start of each of its turns, the target takes 3 (1d6) Fire damage and then makes a Constitution saving throw. On a failed save, the spell continues. On a successful save, the spell ends. Agdon is invisible to creatures branded in this way. The brand disappears after 24 hours, or it can be removed from a creature or object by any spell that ends a curse.

Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.

Haste. As long as Agdon is wearing his Blue Scarf, he can cast the Haste spell once per day. Until the spell ends, and as long as Agdon retains concentration, Agdon's speed is doubled, he gains a +2 bonus to AC, he has advantage on Dexterity saving throws, and gain an additional action on each of his turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use and Object action.

Bonus Actions

Quick Fingers. Agdon targets one creature within 5 feet of him that he can see and makes a Dexterity (Sleight of Hand) check, with a DC equal to 1 + the target’s passive Wisdom (Perception) score. On a successful check, Agdon pilfers one object weighing 1 pound or less that the target has in its possession but not in its grasp, without the target noticing the theft.

Reactions

Uncanny Dodge. Agdon halves the damage that he takes from an attack that hits him. He must be able to see the attacker.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Enter a general description for your monster here.

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.

ZorgAlmighty

Comments

Posts Quoted:
Reply
Clear All Quotes