Special Trait Name. Enter the description for your special trait.
Spellcasting. The [Yebrie] is a 8th-level spellcaster. Its spellcasting ability is Strength] (spell save DC18, +10 to hit with spell attacks). The Yebrie has the following spells prepared:
Cantrips (at will): Eldritch Blast(4 Beams), Wild Magic Surge
4th Level (3 Slots): Evard's Black Tentacles, Lightning Bolt
6th Level (2 Slots): Chain Lightning, Disintegrate
8th Level (1 Slot): Tsunami, Demiplane
Multiattack. The Yebrie makes three attacks. One with it's
Swing. Melee Weapon Attack: +17 to hit, reach 15 ft., 2 target. Hit: 20 (3d10 + 5) bludgeoning damage.
Thrown Weapon. Ranged Weapon Attack: +15 to hit, range 30/240 ft., 1 target. Hit: 15 (2d10 + 5) bludgeoning damage.
Harrowing Gaze. Ranged Weapon Attack: +12 to hit, range 5/500 ft., 1 target. Hit: 22 (2d20 + 2) force damage. Can only be used once per two rounds of combat.
The Yebrie can take 2 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the beginning initiative count 20. The Yebrie regains all spent Legendary Actions at the start of it's turn.
Flood (Costs 2 Actions). The Yebrie lifts up it's tentacles, and a flood of ocean water comes pouring out. The water goes for 50 ft., before stopping, pushing back any creatures caught in the waves. A creature caught in the waves must succeed on a DC 15 Constitution saving throw, or take 8d8 bludgeoning damage.
Snare (Costs 1 Action). The Yebrie shoots out it's tentacles, grappling any creatures within 15 ft. of it the Yebrie. The creature's movement speed is 0, and they gain disadvantage on melee attack rolls.
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
A Yebrie normally dwells in the ocean, but have been known to wander around in the Under Dark, as well as occasionally wander onto land. The creature has a head similar to that of a beholder, with an ever moving writhing mass of tentacles all over their body. Their eyes have been described as 'blacker than an the depths of a void.' Yebrie have been known to destroy coastal towns on the occasion that they wander the coast. A sighting often immediately provokes a crippling fear in most creatures. They have also been known to carry some sort of oceanic weapon, often a large anchor or a trident. The creatures usually travel in packs of 3, and kill any creature in sight. Their skin is an dark marshy green color, and they can be hard to spot in the water, making them all the more dangerous. The creatures are very intelligent, but rarely speak, usually telepathically communicating with the others in it's pack.
Lair and Lair Actions
Yebrie's often live in caverns on the ocean floor. Some of these caverns are flooded with water, others are made of watery tunnels with an air filled cave at the top. Most caverns have a section of coral, some even being made entirely made of coral. Often times, Yebrie will kidnap and enslave people they find in or on the waters of the oceans.
Lair Actions
On initiative count 20 (losing initiative ties), the Yebrie takes a lair action to cause one of the following effects; the Yebrie can’t use the same effect two rounds in a row:
- The Yebrie uses it's strength to shake the cave, each character in the cavern must make a DC 16 Strength saving throw or be knocked prone.
- The Yebrie's aquatic powers pull in a strong wave, pushing any characters around in random directions, up to fifty feet. If the characters fail a DC 15 strength saving throw, they are slammed into the wall, taking 2d6 bludgeoning damage.
Regional Effects
The region containing a legendary Yebrie’s lair is much more vibrant, which creates one or more of the following effects:
- Fish are attracted to the Yebrie, and it often serves as their guardian, attracting more fish, and growing a large coral reef on and around the cave. If any fish are killed in the area, the Yebrie will find the person who killed them, and attack them, often kidnapping them and taking them to their lair.
- The oceanic vegetation in the area will be much more alive when a Yebrie lives in the area, and produce much more vegetation, and grow and spread significantly faster.
If the Yebrie dies, these effects fade over the course of 2d20 days.







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