| Mod | Save | ||
|---|---|---|---|
| STR | 14 | +2 | +2 |
| DEX | 14 | +2 | +2 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 14 | +2 | +2 |
| WIS | 16 | +3 | +7 |
| CHA | 18 | +4 | +8 |
Alien Mind. If a creature tries to read the Celluloid (Elsie Beckmann)'s thoughts or deals psychic damage to it, that creature must succeed on a DC 16 Wisdom saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary Resistance (1/Day). If theCelluloid (Elsie Beckmann) fails a saving throw, it can choose to succeed instead.
Probing Telepathy. If a creature theCelluloid (Elsie Beckmann) can see communicates telepathically with the Celluloid, the Celluloid learns the creature's greatest desires.
Regeneration. TheCelluloid (Elsie Beckmann) regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. TheCelluloid (Elsie Beckmann) dies only if it starts its turn with 0 hit points and doesn't regenerate.
Spellcasting. The Celluloid is a 5th level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +9 to hit with spell attacks). The Celluloid has following spells prepared:
At Will: Dancing Lights,Minor Illusion,Detect Magic
3/day:Silent Image,Major Image, Programmed Illusion
2/day:Distorted Distance,, Phantasmal Force,Silence
Multiattack. TheCelluloid (Elsie Beckmann) makes two Pseudopod attacks, makes one Pseudopod attack and uses Memories (if Available)or uses Spellcasting or Deepest Dread.
Pseudopod. Melee Attack Roll: +7 reach 10 ft. Hit: 9 (1d12 + 4) Bludgeoning damage.
Memories. Charisma Saving Throw: DC 16, one creature within 30 feet that ischarmed orgrappled by the Celluloid. Failure: 6 (1d12) Psychic damage. Success: Half damage. Failure or Success: The Celluloid gains the target's memories.
Deepest Dread. The Celluloid (Elsie Beckmann) transforms into the targets greatest fear and lashes out. Melee Attack Roll: +7 reach 5 ft. Hit: 18 (4d6 + 4) psychic damage. Once used the Celluloid (Elsie Beckmann) retains the form it has transformed into until it uses this ability again or suffers 25 damage in a single round.
Shadow out of Time. (1/Day) All creatures within a 30ft radius DC 16 Wisdom Save 3d12+4 Psychic Damage; if the target has previously failed the save on memories then disadvantage on the save. No damage on a success.
Movie Magic (1Day). The Celluloid casts Charm Person using the same spellcasting ability as Spellcasting.
Recasting. When a creature hits the Celluloid (Elsie Beckmann) with a melee attack, the Celluloid (Elsie Beckmann) can make a charisma saving throw DC equal to half the damage taken rounded down. On a success, the Celluloid (Elsie Beckmann) can teleport, switching places with another creature within 30ft, with both the Celluloid (Elsie Beckman) and the creature that takes the place of the Celluloid (Elsie Beckmann) taking half the damage of the triggering attack.
Legendary Action Uses: 3 . Immediately after another creature’s turn, theCelluloid (Elsie Beckmann) can expend a use to take one of the following actions. TheCelluloid (Elsie Beckmann) regains all expended uses at the start of each of his turns.
It Came From Below (Costs 1 Actions).TheCelluloid (Elsie Beckmann) makes a Pseudopod attack.
The Camera Loves You! (Costs 2 Actions). TheCelluloid (Elsie Beckmann) casts Hypnotic Pattern using the same spellcasting ability as Spellcasting.
Final Cut (Costs 2 Actions). The Celluloid (Elsie Beckmann) targets a creature to which it has dealt psychic damage since the start of its last turn. That creature must succeed on a DC16 Wisdom save or be stunned and suffer 1d8+4 psychic damage as it experiences one of the many storied deaths of Elsie Beckmann. The creature can repeat the save at the start of each subsequent turn, taking additional 1d8 +4 psychic damage on a fail.
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.
Comments