Peck. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 9 (2d6 +3) bludgeoning damage.
Fire Bolt (Recharge 5/6). Ranged Magic Attack: +5 to hit, reach 30ft., one target. Hit: 13 (2d8 +4) Fire damage.
Peck. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 14 (3d6 +4) bludgeoning damage.
Lightning Bolt (Recharge 5/6). Ranged Magic Attack: +6 to hit, reach 30ft., one target. Hit: 19 (3d8 +5) Lightning damage.
Looter. Female Thief bug steals 1gp for each hit made against a target.
Bite. Melee Weapon attack: +4 to hit, reach 5ft., on target. Hit: 8 (2d4 +3) Piercing damage.
Agility Up (recharge 4,5,6). Female Thief Bug blesses up to 2 other creatures it can see, those creatures gain an additional action on their next turn
Looter. Male Thief bug steals 1gp for each hit made against a target.
Bite. Melee Weapon attack: +4 to hit, reach 5ft., on target. Hit: 10 (3d4 +3) Piercing damage.
Agility Up (recharge 4,5,6). Male Thief blesses up to 2 other creatures it can see, those creatures gain an additional action on their next turn.
Looter. Golden Thief bug steals 5gp for each hit made against a target.
Magic Resistance. Golden Thief Bug gains advantage on all rolls from magical attacks and effects
Stealthy. Golden Thief Bug can make checks to become hidden as a bonus action.
Multiattack. Golden Thief Bug makes 2 Bite and 1 Hip Check attacks.
Bite. Melee Weapon attack: +6 to hit, reach 10ft., on target. Hit: 14 (5d4 +2) Piercing damage.
Hip Check. Melee Weapon attack: +6 to hit, Reach 5ft., one target. Hit: 15 (3d8 +2) Bludgeoning damage and the target must succeed a DC 15 Dexterity saving throw or become prone.
Fireblast (recharge 5/6). Golden Thief Bug sprays a jet of fire from its antennae in a 45ft cone. All creatures in the radius must make a DC 15 Dexterity saving throw, taking 25 (5d6 +6) Fire damage on a failed throw, and half as much as a successful one.
The Golden Thief Bug can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Golden Thief Bug regains spent legendary points at the start of its turn.
Assumptio (Costs 2 Actions). Golden Thief Bug blesses itself and gains 25 Temporary Hit points.
Mammonite. Melee Weapon attack: +6 to hit, reach 10ft., one target. Hit: 1d12+1 bludgeoning damage for each gold it has stolen.
Shift. Golden Thief Bug moves up to 30ft without provoking opportunity attacks.
Maneuverable. Narjalala can occupy the same space as a medium or smaller creature.
Multiattack. Narjalala makes 2 Bite and 1 Wrap attacks.
Bite. Melee Weapon attack: +9 to hit, reach 15ft., one target. Hit: 20 (5d6 +2) Piercing damage.
Wrap. Narjalala coils up and grabs any creatures that occupy the same space as the Narjalala. Creatures must succeed a DC 18 Strength saving throw or become Grappled (Escape DC 19).
Crush. Melee Weapon Attack: +9 to hit, reach 0ft., one target. Hit: 50 (5d10 +12) Bludgeoning damage.
The Narjalala can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Narjalala regains spent legendary points at the start of its turn.
Devour (Costs 2 Actions). A Grappled creature must succeed a DC 18 Strength check or the Narjalala devours the creature it has grappled and regains 3d12 +10 hit points. The devoured creature is killed.
Wrap.
Shriek (recharge 5/6). Narjalala lets out a loud shriek. All creatures that can hear it must succeed a DC 17 Constitution save or become stunned and deafened until the end of Narjalala next turn.
Charming Presence. Each creature that ends its turn within 30 ft of Maya must succeed a DC 16 Wisdom saving throw or become charmed until the end of their next turn. Creatures that succeed this roll do not have to make further saves.
Multiattack. Maya makes 2 Pierce and 1 Break or 1 Auto Guard attacks.
Pierce. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 13 (3d6 +3) Piercing damage.
Break. Melee Weapon Attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d8 +6) Piercing damage and any armor or shields that are made of metal suffer a permanent -1 to AC.
Auto-guard. Maya's arms shift into a hard shell and encases herself. She gains +3 AC until the start of her next turn. If a creature attacks Maya while she is guarding, she can use a reaction to use her Multiattack.
Heaven's Drive (Recharge 5/6). Maya unearths chunks of rock beneath one target. The target and each creature within 10ft of the target must make a DC 16 Dexterity check, taking 30 (3d10 +13) Bludgeoning damage and becoming prone on a failed throw, and half as much without being prone on a successful one.
Maya can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. Maya regains spent legendary points at the start of its turn.
Heal (costs 2 Actions). Maya regains 25 Hit points.
Heavens Drive (Only if it is available).
Silence (recharge 5/6). Maya Utters a quiet Hymn, and all creatures that can hear it must succeed a DC 16 Intelligence Saving throw or become Silenced for 1 minute.
Shriek (recharge 5/6). Maya lets out a loud shriek. All creatures within 200ft of the Narjalala and that can hear it must succeed a DC 15 Constitution save or become stunned and deafened until the end of the Maya's next turn.
Magic Resistant. Clock Tower Manager has advantage to all saving throws against magical attacks and effects.
Magic Detector. Clock Tower manager can pinpoint the location a magical source or effect within a 300 ft radius of itself.
Multiattack. Clock Tower Manager Makes 2 Hammer and 1 Sleep Dart Attacks.
Hammer. Melee Weapon attack: +8 to hit, range 10ft., one target. Hit: 21 (2d12 +8) Bludgeoning Damage.
Sleep Dart. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 9 (1d4 +7) Piercing damage and the target must succeed a DC 17 constitution save or fall asleep.
Fire Pillar (Recharge 4/5/6). The Clock Tower Manager summons huge pillar of fire 10 ft wide and 20 ft tall on a target it can see. The target must succeed a DC 15 Dexterity saving throw to roll out of the way and move 5ft away from the fire, or suffer 44 (4d12 +18) Fire damage. The Pillar remains for 1 minute and each creature that ends its turn within 10 ft of the pillar must succeed a DC 16 Constitution saving throw or suffer 1 level of exhaustion.
The Clock Tower Manager can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Clock Tower Manager regains spent legendary points at the start of its turn.
Teleport. Clock Tower Manager teleports up to 120ft in an open space.
Dispel. Clock Tower manager removes the effect of 1 magical spell or ability from any target it can see.
Silence (recharge 5/6). The Clock Tower Manager Utters a quiet Hymn, and all creatures that can hear it must succeed a DC 16 Intelligence Saving throw or become Silenced for 1 minute.
Fire Pillar (Costs 2 Actions)(If it is available).
Terrifying Presence. Each creature that ends their turn within 30ft of the Abyssal Knight must succeed a DC 19 Wisdom Saving throw or become Frightened until the end of their next turn. Creatures that succeed this throw do not have to make further saves.
Trampling Charge. If Abyssal Knight moves 20 ft in a straight line towards a creature and hits with a Trample in the same turn, it can use Trample against the target as a bonus action that turn.
Multiattack. Abyssal Knight makes 1 Lance, 1 Greatsword, and 1 Crossbow Attack or 1 Trample Attack.
Lance. Melee Weapon Attack: +10 to hit, Range 15ft., one target. Hit: 29 (4d10 +7) Piercing Damage and the target is knocked back 30ft.
Greatsword. Melee Weapon Attack: +10 to hit, Range 10ft., One Target. Hit: 31 (4d12 +5) Slashing Damage and the target is knocked Prone.
Crossbow. Ranged Weapon Attack: +11 to hit, Range 120ft., One Target. Hit: 27 (4d8 +9) Piercing damage.
Trample. Melee Weapon Attack: +10 to hit, Reach 5ft., one target. Hit: 28 (4d10 +6) Bludgeoning damage.
The Abyssal Knight can take 3 Legendary Actions, using the options below. It can take only one legendary action at a time and only at the end of another creature's turn. The Abyssal Knight regains spent legendary points at the start of its turn.
Charge (Costs 2 Actions). The Abyssal Knight moves up to his speed and performs a Trample Action.
Crossbow.
Summon Khalitzburg (Recharge 5/6). The Abyssal Knight summons 3 Khalitzburg within 30ft of itself.
Critical Hit. Khalitzburg score critical hits on rolls off 18-20
Multiattack. Khalitzburg make 2 Longsword attacks.
Longsword. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 11 (1d8 +6) Slashing damage.
False Appearance. While motionless, Executioner is indistinguishable from an ordinary sword.
Multiattack. Executioner makes 2 slash attacks.
Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 11 (2d8 +2) Slashing damage.
False Appearance. While motionless, Mysteltainn is indistinguishable from an ordinary sword.
Multiattack. Mysteltainn makes 2 slash attacks.
Slash. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 +3) Slashing damage.
Armor Break. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (1d12 +6) Slashing damage and the targets armor gains a permanent -1 to AC.
Frigid Body. Each creature that ends its turn within 15ft of Ktullanux must succeed a DC 20 Constitution save or suffer 1 level of Frost Bite. Each level of Frost Bite causes a -1 Penalty to all skill checks for 1 hour.
Multiattack. Ktullanux makes 2 Bite and 1 Tail swipe attack.
Bite. Melee Weapon Attack: +11 to hit, Reach 10ft., one target. Hit: 19 (2d12 +6) Piercing Damage and 8 (1d8 +3) Cold Damage.
Tail Swipe. Melee Weapon Attack: +10 to hit, Reach 10ft., one Target. Hit: 17 (2d10 +6) Bludgeoning damage and 8 (1d8 +3) Cold Damage, and the target must succeed a DC 18 Constitution saving throw or suffer 1 level of Frost Bite.
Storm Gust(Recharge 5/6). Ktullanux Summons a powerful blizzard until the end of its next turn. At the end of each enemies turn, they must succeed a DC 20 Constitution Saving throw or become prone and suffer 1 level of Frost bite.
Glaciate (Recharge 6). Ktullanux Flash Freezes the air around it. All creatures within 60ft of Ktullanux become frozen until the end of their next turn, and suffer 1 level of Frost Bite.
Ktullanux can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ktullanux regains spent Legendary Actions at the start of its turn.
Detect. Ktullanux can make a Wisdom (Perception) Check.
Frost Diver. Ranged Magic Attack: +11 to hit, Range 60ft., Up to two targets. Hit: 25 (4d8 +7) Cold damage, and the target must succeed a DC 18 Strength Check or become Restrained (escape DC 18).
Storm Gust (If Available) (Costs 2 Actions).
Heal (Recharge 5/6). Ktullanux regains 25 hit points.
False Appearance. While motionless, Dullahan is indistinguishable from an ordinary set of armor.
Multiattack. Dullahan makes 1 Bite attack and 1 armor break attack.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 +3) piercing damage.
Armor Break. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (1d12 +6) Slashing damage and the targets armor gains a permanent -1 to AC.
Fireball. Ranged Magic Attack: +5 to hit, Reach 45ft., one target. Hit: 15 (3d6 +4) Fire damage.
Fire Breathe (recharge 5/6). Mutant Dragonoid breathes fire in a 60ft cone in front of him. Each creature in the blast must make a DC 15 dexterity saving throw, taking 20 (2d10 +9) fire damage on a failed save, or half as much on a successful one.
Deep Wounds. Attacks made by eddga penetrate the thickest of armor. Each time Eddga hits a creature with an attack, it must succeed a DC 15 constitution saving throw or suffer 1d6 additional bleeding damage.
Multiattack. Eddga Makes either 2 Claw Attacks, or 1 Claw Attack and 1 Bite attack.
Claw. Melee Weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6 +3) Slashing damage and 5 (1d4 +2) Fire damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 10 (2d6 +3) Piercing damage.
Eddga can take 3 Legendary actions, choosing from the options below. Only 1 Legendary action can be used at a time, and only at the end of another creature's turn. Eddga regains spent Legendary Actions at the start of its turn.
Glare. Edgga Stares down a target it can see. The target must succeed a DC 14 Wisdom Saving throw or become frightened for one round.
Claw.
Pounce (recharge 5/6). Eddga moves up to his speed and makes 2 claw attacks.
Magic Resistance. Vesper has advantage on all saving throws made against magic spells and effects.
Loud. Vesper cannot make checks to hide.
Locked On. Vesper gains +1 to Hit and +2 to damage rolls against creatures per marker they have.
Multiattack. Vesper Makes 2 Punch and 1 Shoulder Check Attack.
Punch. Melee Weapon attack: +11 to hit, range 10ft., one target. Hit: 22 (2D12 +9) Bludgeoning Damage and the target gains a Marker.
Shoulder Check. Melee Weapon Attack: +11 to hit, range 5ft., one target. Hit: 20 (2d10 +9) Bludgeoning damage. Vesper can disengage and move 10ft before or after making this attack.
Earthquake (recharge 5/6). Vesper stomps the ground and releases a powerful shockwave. all creatures within 30ft of Vesper must succeed a DC 20 Acrobatics saving throw or become stunned for 1 round and prone.
Vesper can take 3 Legendary actions, choosing from the options below. Only 1 Legendary action can be used at a time, and only at the end of another creature's turn. Vesper regains spent Legendary Actions at the start of its turn.
Earthquake (if Available).
Charger. Vesper can move up to his speed and make a shoulder check action.
Meteor Storm (costs 2 Actions) (recharge 6). Vesper tears open the fabric of reality and open a portal to a cosmic realm as meteors start to pour through. 2d6 meteors randomly hit all creatures vesper can see (including itself). All targeted creatures must make a DC 19 Athletics check, suffering 30 (4d10 +8) Fire damage and getting stunned for 1 round on a failed save, and half as much and no stun on a successful one.
Counter. Each time a creature within 5 ft of Moonlight Flower attacks, Moonlight Flower can make a Bell Slam attack as a reaction.
Bell Slam. Melee weapon attack: +8 to hit, Reach 15ft., One target and each creature within 10ft of the initial target. Hit: 20 (2d12 +7) Bludgeoning damage, and the target must succeed a DC 16 Constitution saving throw or become stunned until the end of their next turn.
Land Protector (Recharge 6). Moonlight Flower blesses a 60ft square of land for 1 hour. Anything in the blessed space cannot be attacked or effected by magic or skills that affect an area.
Full Strip (recharge 5/6). Ranged Magic Attack: +8 to hit, range 30ft., one target. Hit: All equipment is removed from the target and placed on the ground.
Moonlight Flower can take 3 Legendary actions, choosing from the options below. Only 1 Legendary action can be used at a time, and only at the end of another creature's turn. Moonlight Flower regains spent Legendary Actions at the start of its turn.
Full Strip (if Available).
Teleport. Moonlight Flower can teleport up to 120ft away in an open space.
Fire Bolt. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 25 (4d6 +11) fire damage
Lightning Bolt. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 25 (4d6 +11) Lightning damage.
Summon Ninetails (recharge 5/6). Summon 3 Nine tails within 30ft of Moonlight Flower.
REACTION - If Moonlight Flower is the target of an attack or action, and Nine Tails is within its move distance to Moonlight Flower. it can move up to its speed and become the target for that attack or action instead.
Bite. Melee Weapon attack: +5 to hit, range 5ft., one target. Hit 8 (2d4 +4) piercing damage and 6 (1d6 +3) fire damage.
Counter. Whenever a creature within 10 ft of Phreeoni makes an attack against it, Phreeoni can use a reaction to use a Lick Action.
Stone Curse. Ranged Magic Attack: hit +7, range 30ft., one target. Hit: Target becomes petrified for 1 minute or until it receives damage.
Lick. Melee Weapon attack: +7 to hit, range 10ft., one target. Hit: 25 (2d8 +16) Bludgeoning damage an the target must succeed a DC 15 constitution saving throw or suffer 1 level of exhaustion.
Phreeoni can take 3 Legendary Actions, choosing from the options below. Only one Legendary actions can be used at a time, and only at the end of another creatures turn. Phreeoni regains spent Legendary actions at the start of his turn.
Lick.
Stone Curse.
Sandstorm (Costs 2 Actions). Phreeoni Whips up a powerful gust, causing sand to be blown into the air around itself. Until the end of its next turn, all creatures within 30ft of have obscured vision, and creatures outside the sandstorm cannot see into it.
Counter. Chimera may use its multiattack against creatures that end their turn within 5ft of the Chimera.
Multiple Eyes. Creatures within 10ft of Chimera do not gain advantage on attacks.
Multiattack. Chimera makes 5 Poison Bite attacks.
Poison Bite. Melee Weapon Attack: +7 to hit, range 5ft., one target. Hit: 8 (1d8 +4) Poison damage and the target must succeed a DC 15 Constitution saving throw or become poisoned.
Hammer Arms. Melee Weapon Attack: +7 to hit, range 10ft., one target and each creature within 5ft of the initial target. Hit: 25 (2d10 +14) Bludgeoning Damage.
Earth Shatter. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 30 (3d10 +13) Thunder damage and the target is knocked prone.
Chimera can take 3 Legendary Actions, choosing from the options below. Only one Legendary actions can be used at a time, and only at the end of another creatures turn. Chimera regains spent Legendary actions at the start of his turn.
Howl (Costs 2 Actions). The Chimera lets out a loud roar. All creatures that can hear it must succeed a DC 15 Constitution saving throw or become deafened and stunned until the end of their next turn.
Shift. The Chimera uses the disengage action and moves up to its speed.
Detect. The Chimera makes a Wisdom (perception) Check.
Undead Fortitude. When Drake's hit points drop to 0, it makes a Constitution saving throw with a DC equal to 5 + the damage done to it, on a success Drake remains at 1 hit point.
Multiattack. Drake makes 2 Slash and 1 Pistol attack.
Pistol. Ranged Weapon Attack: +10 to hit, range 30ft., one target. Hit: 25 (3d10 +9) Piercing damage.
Slash. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit 25 (3d8 +11) Slashing damage.
Agility Down. Ranged Magic Attack: +10 to hit, range 30ft., one target. Hit: The target becomes cursed for 1 hour. While cursed the target can only make 1 action and is slowed.
Drake can take 3 Legendary Actions from the options shown below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Drake regains Legendary Actions at the start of its turn.
Waterball (recharge 5/6). Drake summons 2d6 Sphere of compact water. Each waterball attacks an enemy at random. Creatures targeted by the water balls must make a DC 17 Athletics Check, suffering 10 (2d6 +3) Cold damage on a failed saving throw, or half as much on a successful one per waterball.
Break Armor (Costs 2 actions). Melee Weapon attack: +11 to hit, reach 5ft., one target. Hit: the targets armor grants a permanent -2 to AC.
Deathly Visage. Drake Stares down one creature he can see. The creature must succeed a DC 16 Wisdom saving throw or become frightened until the end of its next turn.
Hungry. Gryphons will disengage to eat if food is available.
Keen senses. Gryphons gain advantage on Perception checks that rely on smell or sight.
Multiattack. Gryphon makes 2 claw attacks.
Claw. Melee weapon attack: +6 to hit, range 5ft., one target. Hit: 13 (2d6 +8) slashing damage.
Dive. The Gryphon dives out of the air and attempts to pickup a medium or smaller creature with its claws. the creature must succeed a DC 15 Dexterity saving throw or become grappled (Escape DC 16).
Lightning Breathe (recharge 5/6). The Gryphon breathes bolts of lightning in a 45ft cone. Creatures in the blast must make a DC 15 Dexterity saving throw, suffering 30 (3d10 +12) Lightning damage and becoming deafened and blinded until the end of their next turn on a failed save, and half as much and no conditions on a successful one.
Gryphon can take 3 Legendary Actions from the options shown below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Gryphon regains Legendary Actions at the start of its turn.
Fly-by Attack (Costs 2 Actions). The gryphon flies up to its speed and can move through occupied spaces during this move. Any creature the Gryphon moves through must succeed a DC 16 Dexterity saving throw or suffer 11 (2d6 +4) Slashing damage and be knocked prone.
Multiattack.
Detect. The Gryphon makes a Wisdom (perception) check.
Formless. Ifrit can occupy the same space as another creature and vise versa. Ifrit can also move through spaces as small as 1 inch in diameter
Extreme Heat. Each creature that ends its turn within 30ft of Ifrit must succeed a DC 21 Constitution save or suffer 1 Level of exhaustion.
Multiattack. Ifrit makes 2 Fireball and 1 Magma Arm attacks.
Fireball. Ranged Magic Attack: +12 to hit, Range 45ft., one target. Hit: 30 (3d10 +13) Fire damage.
Magma Arm. Melee Magic Attack: +12 to hit, range 15ft., one target. Hit: 26 (3d12 +6) Bludgeoning Damage and 10 (2d6 +3) Fire damage.
Earthquake (recharge 6). Ifrit causes the ground to rumble and shake. All creatures within 30ft of Ifrit must succeed a DC 22 Dexterity saving throw or be knocked prone.
Meteor Storm (recharge 6). Ifrit opens up a tear in the fabric of reality, opening a portal to a cosmic realm as meteors start to pour from it. 2d8 Meteors attack all creatures Ifrit can see (including itself) at random. Each targeted creature must make a DC 21 Athletics check, suffering 15 (2d8 +6) fire damage on a failed saved, and half as much on a successful one per meteor.
Fire Breathe (recharge 5/6). Ifrit Exhales a cloud of fire in a 60ft cone. all creatures in the blast must make a DC 22 Dexterity saving throw, suffering 70 (10D10 +15) Fire damage on a failed save, and half as much on a successful one.
Ifrit can take 3 Legendary Actions from the options shown below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn. Ifrit regains Legendary Actions at the start of its turn.
Teleport. Ifrit Teleports up to 120ft away in an open space.
Full Strip (costs 2 Actions). Ranged Magic Attack: +11 to hit, range 30ft., one target. Hit: All equipped items are dropped.
Meteor Storm (If Available).
Earthquake (If available).
Counter. Dark Illusion can use a Reaction to use the Mind Break action against any creature that ends its turn within 5ft of Dark illusion.
Mind Break. Ranged Magic Attack: +7 to hit, range 60ft., one target. Hit: 22 (2d10 +11) Psychic damage and the target must succeed a DC 16 Intelligence saving throw or become Frightened until the end of its next turn.
Push. Dark Illusion releases a powerful shockwave. Each creature within 10ft of Dark Illusion must succeed a DC 16 Constitution saving throw or suffer 20 (2d12 +7) Force Damage and be knocked back 15ft.
Dark Illusion can use 2 Legendary Actions. Only one legendary action can be used at a time, and only at the end of another creature's turn. Dark illusion regains spent Legendary actions at the start of its turn.
Fear (recharge 6). Each creature that can see Dark Illusion must succeed a DC 15 Wisdom check or become Frightened.
Teleport. Dark illusion may teleport up to 120ft away in an open space.
Miasma. Each creature that ends their turn within 5ft of Osiris must succeed a DC 20 Constitution saving throw or become Cursed for 1 hour. Cursed creatures can only use 1 action and are slowed.
Venom Dust (recharge 4/5/6). Osiris releases a toxic mist in a 30ft cone. Creatures in the blast must make a DC 21 Constitution Saving throw, suffering 40 (10D6 +5) Poison damage and become poisoned on a failed roll, and half as much and becoming poisoned on a successful one. The mist lingers for 1d4 round.
Dark breathe (recharge 5/6). Osiris breathes a rotten gas, covering a 30ft cone. Creatures in the blast must make a DC 21 Dexterity saving throw, suffering 44 (10D6 +9) Necrotic Damage on a failed roll, and half as much on a successful one.
Quagmire (recharge 5/6). Osiris causes a 30ftx30ft patch of land to become unstable for 1d4 rounds. all creatures in the corrupted land are slowed.
Meteor Assault. Melee Weapon Attack: +11 to hit, Range 5ft., one target and each creature within 15ft of the initial target. Hit: 75 (10d10 +20) Necrotic Damage.
Osiris can use 3 Legendary Actions. Only one legendary action can be used at a time, and only at the end of another creature's turn. Osiris regains spent Legendary actions at the start of its turn.
Fear (recharge 6). Each creature that can see Osiris must succeed a DC 22 Wisdom check or become Frightened.
Teleport. Osiris may teleport up to 120ft away in an open space.
Summon Isis (costs 2 actions). Osiris summons 3 Isis within 30ft of itself.
Meteor Assault.
Maneuverable. Isis can occupy the same space as a medium or smaller creature.
Wrap. Isis coil up and wrap any creatures that occupy the same space as itself. Creatures being wrapped up must succeed a DC 15 Strength Check or become grappled (Escape DC 16).
Shadow Claws. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 11 (1d8 +7) Necrotic Damage.
Magic Resistance. Dark Lord gains advantage against saving throws from Magic spells and effects.
Pressure. Creatures that can see Dark Lord must succeed a DC 22 Intelligence Check or become stunned until the end of their next turn. Creatures only have to make this check once.
Multiattack. Dark Lord uses 2 Death Grip attacks.
Death Grip. Melee Weapon attack: +11 to hit, range 10ft., one creature. Hit 33 (3d12 +13) Necrotic Damage and the target is grappled (Escape DC 19). Dark Lord can only have up to two targets grappled.
Fire Wall (recharge 5/6). Dark Lord makes a wall of fire that is up to 100ft long and 20ft tall for 1d4 rounds. Creatures that end their turn in or within 5ft of the fire wall must succeed a DC 21 Constitution saving throw or suffer 35 (3d10 +14) Fire damage and 1 level of exhaustion.
Hells Blessing. Dark Lord blesses up to 2 other creatures. Blessed creatures gain a +2 bonus to AC and an additional action until the end off their next turn.
Summon Dark Illusions (Recharge 6). Dark Lord summons 2 Dark Illusions within 30ft of itself.
Dark Lord gets 3 Legendary Actions that it can use from the options below. Only one Legendary action may be used at a time, and only at the end of another creature's turn. Dark Lord regains spent Legendary Actions at the start of its turn.
Teleport. Dark Lord teleports up to 120ft away in an open space. Grappled creatures also teleport with him and remain grappled.
Detect. Dark Lord makes a Wisdom (perception) check.
Hells Judgement. Dark Lord Opens a Portal to another Dimension for 1d4 rounds.
Meteor Storm (Costs 2 Actions) (Recharge 5/6). Dark Lord tears open the fabric of reality and opens a portal to a cosmic realm as 3d8 meteors start to pour through. Meteors attack all creatures that Dark Lord can see (including itself). Creatures attacked by meteors must make a DC 22 Dexterity saving throw, suffering 17 (3d8 +3) Fire damage on a failed saving throw, or half as much on a successful one for each meteor.
Pressure. Creatures that can see Baphomet must succeed a DC 22 Intelligence Check or become stunned until the end of their next turn. Creatures only have to make this check once.
Charging Swipe. If Baphomet moves 20ft in a straight line towards a creature and hits the same creature with a Scythe attack. Baphomet may make an Earthquake attack as a bonus action that turn.
Multiattack. Baphomet makes 2 Scythe Attacks
Scythe. Melee Weapon Attack: +12 to hit, reach 15ft., One target and each target within 10ft of the initial target. Hit: 44 (5d12 +11) Slashing Damage and the target is pushed 15ft.
Earthquake. Baphomet stamps his powerful hoof on the ground. All creatures within 15ft of Baphomet must succeed a DC 22 Dexterity Saving throw or become proned.
Jupitel Thunder. Ranged Magic Attack: +11 to hit, Range 120ft., one target. Hit: 99 (9d10 +54) Lightning Damage and the target is pushed back 30ft.
Summon Baphomet Jrs (recharge 6). Baphomet summons 3 Baphomet Jrs within 30ft of itself.
Baphomet gets 3 Legendary Actions that it can use from the options below. Only one Legendary action may be used at a time, and only at the end of another creature's turn. Baphomet regains spent Legendary Actions at the start of its turn.
Teleport. Baphomet teleports up to 120ft away in an open space.
Detect. Baphomet makes a Wisdom (perception) check.
Break. Melee Weapon attack: +11 to hit, range 10ft., one target. Hit: 25 (2d12 +12) Bludgeoning damage and the targets equipped armor and shield gain a permanent -2 to AC
Lord of Vermillion (Costs 2 Actions)(recharge 6). Baphomet slams his scythe into the ground and summons down 3d8 Powerful bolts of Lightning. All creatures that Baphomet can see (including itself) Must make a DC 21 Dexterity saving throw, suffering 18 (3d6 +6) Lightning damage and becoming deafened on a failed throw, or half as much and not being deafened on a successful one for each bolt.
Multiattack. Baphomet Jr make 2 Scythe Attacks.
Scythe. Melee Weapon Attack: +6 to hit, range 10 ft., one target. Hit: 15 (3d4 +7) Slashing damage.
Lightning Bolt. Range Magic Attack: +6 to hit, range 45ft., one target. Hit 15 (3d6 +5) Lightning damage.
Smog Clouds. When RSX 0806 moves, it leaves behind a trail of smog for 1d4 rounds. Enemies in or ending their turn in the smog are blinded and must succeed a DC 15 Constitution saving throw or suffer 5 (1d6 +2) Necrotic Damage.
Multiattack. RSX 0806 makes 3 Saw blade attacks.
Saw Blade. Melee Weapon attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d10 +4) Slashing damage
Self Destruct. RSX0806 dies and releases a huge explosion of fire and smog. Creatures within 30ft of RSX 0806 must make a DC 16 Dexterity saving throw or suffer 55 (10d10) fire damage on a failed saving throw, or half as much on a successful one.
Multi-head. Hydrolancer loses 1 of its heads when its hit points drops to 126 or fewer, and another head when it drops to 63 or fewer.
Multiattack. Hydrolancer makes 1 Breathe attack or Claw attack for each head it has.
Claw. Melee Weapon Attack: +7 to hit, range 5ft., one target. Hit: 16 (2d8 +7) Slashing Damage.
Fire Breathe (recharge 5/6). Hydrolancer exhales a 60ft cone of fire. All creatures that are in the blast must make a DC 17 Dexterity saving throw, suffering 20 (3d10 +3) Fire damage on a failed roll, and half as much on a successful one.
Cold Breathe (recharge 5/6). Hydrolancer exhales a 60ft cone of Frost. All creatures that are in the blast must make a DC 17 Dexterity saving throw, suffering 20 (3d10 +3) Cold damage on a failed roll, and half as much on a successful one.
Static Breathe (recharge 5/6). Hydrolancer exhales a 60ft cone of Lightning bolts. All creatures that are in the blast must make a DC 17 Dexterity saving throw, suffering 20 (3d10 +3) Lightning damage on a failed roll, and half as much on a successful one.
Hydrolancer gets 2 Legendary Actions from the options below. Only one action may be used at a time, and only at the end of another creature's turn. Hydrolancer regains spent Legendary actions at the start of its turn.
Tail Swipe. Melee Weapon attack: +7 to hit, reach 10ft., one target. Hit: 15 (2d8 +6 Bludgeoning damage and the target is pushed back 10ft).
Detect. Hydrolancer makes a Wisdom (Perception) Check.
Any Breathe Weapon if able.
Formless. Gloom Under Night can occupy the same space as another creature and vise versa.
Multiattack. Glood Under Night Makes 2 Magnum Break Attacks.
Magnum Break. Melee Weapon attack: +7 to hit, range 10ft., one target and each target within 10ft of that target. Hit: 20 (2d12 +7) Force damage and the targets are knocked back 15ft and must succeed a DC 16 Dexterity saving throw or be knocked prone.
Soul Strike. Ranged Magic Attack: +7 to hit, range 60ft., one target. 23 (7d8) Psychic Damage.
Fire Pillar (Recharge 5/6). Gloom Under Night conjures a 10x10 pillar of fire on a creature it can see. That creature and any creature within 10ft of the pillar must make a DC 17 Dexterity saving throw, suffering 30 (3d12 +10) Fire damage and 1 level of exhaustion on a failed throw, and half as much on a successful one.
Gloom Under Night has 3 legendary actions it can choose from the options below. Only one legendary action may be used at a time, and one at the end of another creature's turn. Gloom Under Night regains spent Legendary Actions at the start of its turn.
Multiattack.
Fire Pillar (If available).
Invisiblity. Gloom Under Night becomes invisible until the start of its next turn.
Sightrasher. Gloom Under Night emits a shockwave of fire and light. Each creature within 30ft of Gloom Under Night must make a DC 16 Dexterity saving throw, suffering 20 (2d10 +9) Fire damage on a failed throw, and half as much of a successful one. Creatures that are hidden, invisible, or in cover lose those benefits and suffer 2d10 additional fire damage.
Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.
Bite. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 17 (3d8 +3) Piercing Damage.
Summon Desert Wolves (recharge 5/6). Vagabond Wolf summons 3 Desert Wolves.
Frost Diver. Ranged Magic Attack: +5 to hit, range 30ft., one target. Hit: 14 (3d6 +3) Cold damage and the target must succeed a DC 13 Strength Check, or become restrained until the end of their next turn.
Keen Senses. Vagabond Wolf gains advantage on Perception checks that rely on Smell or hearing.
Gloom Under Night
Bite. Melee Weapon Attack: +5 to hit, range 5ft., one target. Hit: 17 (3d8 +3) Piercing Damage.
Fire Bolt. Ranged Magic Attack: +5 to Hit, Range 30ft., One target. Hit: 15 (3d6 +4) Fire Damage.
Keen Senses. Stormy Knight gains advantage on all perception checks that rely on hearing.
Multiattack. Stormy Knight makes 3 attacks, two with his greatsword, and 1 with his shock breathe.
Greatsword. Melee Weapon attack: +9 to hit, reach 10ft., one target. Hit: 18 (2d10 +7) Slashing damage.
Shock Breathe. Melee Magic Attack: +9 to hit, reach 10ft., one target. Hit: 20 (3d10 +3) Lightning damage.
Storm Gust (recharge 6). Stormy Knight conjures a power blizzard around itself for 1d4 rounds. Creatures within 30ft of Stormy Knight at the end of their turn while the blizzard is active must succeed a DC 17 Constitution saving throw or suffer 30 (5d8 +8) Cold damage and suffer 1 level of fatigue.
Summon Garm (recharge 5/6). Stormy Knight summons 3 Garm Babies within 30ft of itself.
Stormy Knight can take 3 Legendary actions from the options below. Only one legendary action may be used at a time and only at the end of another creature's turn. Stormy Knight regains spent Legendary Actions at the start of it turn.
Detect. Stormy Knight makes a Wisdom (Perception) check.
Summon Garm (if Available).
Storm Gust (If Available).
Charge. Stormy Knight moves up to its speed without provoking opportunity attacks, and makes 2 Greatsword Attacks.
Verifying Visage. The resonating power and ferocity is too much for mere men. All creatures that begin their turn within 30ft of Atroce must succeed a DC 19 Wisdom saving throw or become frightened until the end of their next turn. If the creature passes this check, it no longer needs to make one at the beginning of its turn.
Berserk. While Atroce has 194 or fewer hit points, he gains an additional Legendary Action.
Multiattack. Atroce make 3 attacks of any combination of Cleaver, Grab, and Kick.
Cleaver. Melee Weapon Attack: +11 to hit, Reach 10ft., one target. Hit: 23 (2d12 +10) Slashing damage.
Grab. Melee Weapon Attack: +11 to hit, reach 10ft., one target. Hit: 25 (3d10 +8) Bludgeoning damage and the target must succeed a DC 18 Strength saving throw or become Grappled (Escape DC 17).
Kick. Melee Weapon Attack: +11 to hit, Reach 10ft., one target. Hit: 22 (3d8 +9) Bludgeoning damage and the target is pushed back up to 40ft. If the target ends this movement next to a solid wall or object, it suffers and additional 20 (2d10 +9) Bludgeoning Damage.
Atroce can use 3 Legendary Actions from the options below. Only one Legendary Action may be used at a time, and only at the end of another creature's turn. Atroce regains spent Legendary actions at the start of its turn.
Grab.
Kick.
Throw. Atroce throws a target it has grappled up to 120ft. The target must make a DC 20 Acrobatics check, suffering 30 (3d10 +13) Bludgeoning damage and being knocked prone on a failed save, and half as much on a successful one. If the target ends this movement next to a solid wall or object, it suffers an additional 20 (2d10 +9) Bludgeoning damage.
Summon Gallions (Recharge 6). Atroce summons 3 Gallions within 30ft of itself.
Magnum Break (Costs 2 Actions). Atroce Throws his Cleaver into the ground up to 60ft away and it releases a powerful explosion. All creatures within 30ft of the Cleaver must make a DC 18 Dexterity saving throw, suffering 60 (6d10 +25) Fire damage on a failed roll, and half as much on a successful one. This action cannot be used again until Atroce Picks his cleaver back up.
Howl (recharge 6). Atroce emits an ear-shattering scream. All creatures that can hear Atroce must succeed a DC 18 Constitution saving throw or become deafened and stunned until the end of their next turn.
Keen Senses. Garm Baby has advantage on Perception checks that rely on smell.
Frost Diver. Ranged Magic Attack: +6 to hit, range 60ft., One target.. Hit: 18 (2d10 +7) Cold damage and the target must succeed a DC 15 Strength Saving throw or become Restrained until the end of their next turn.
Bite. Melee Weapon Attack: +6 to hit, range 5ft., One target. Hit: 20 (2d12 +7) Piercing damage.
Keen Senses. Garm gains advantage on all perception checks that rely on hearing.
Ice Aura. When Garm uses the Sharpened claws action, it gains a cumulative 5ft Aura of frigid air. Creatures that end their turn inside the aura take 10 (2d6 +3) Cold Damage.
Multiattack. Garm Makes 2 Claw Attacks
Claw. Melee Weapon attack: +8 to hit, reach 10ft., one target. Hit: 20 (2d12 +7) Slashing Damage.
Sharpen Claws. Garm Gains an additional 7 (1d8 +3) Cold damage on his Claw Attacks.
Storm Gust (recharge 6). Garm conjures a power blizzard around itself for 1d4 rounds. Creatures within 30ft of Stormy Knight at the end of their turn while the blizzard is active must succeed a DC 15 Constitution saving throw or suffer 25 (3d8 +11) Cold damage and suffer 1 level of fatigue.
Summon Garm (recharge 5/6). Stormy Knight summons 3 Garm Babies within 30ft of itself.
Garm can take 2 Legendary actions from the options below. Only one legendary action may be used at a time and only at the end of another creature's turn. Garm regains spent Legendary Actions at the start of it turn.
Detect. Garm makes a Wisdom (Perception) check.
Summon Garm (if Available).
Storm Gust (If Available).
Charge (Costs 2 Actions). Garm moves up to its speed and can move through other creature's spaces during this move. Each creature Garm passes through must succeed a DC 15 Dexterity saving throw or suffer 17 (3d8 +3) Bludgeoning damage.
Ambusher. Diablos deals an additional 20 (2d10 +9) Piercing damage with attacks it has advantage with.
Multiattack. Diablos makes 2 Trash and 1 Tail Swipe attack.
Trash. Melee Weapon attack: +10 to hit, range 10ft., one target. Hit: 26 (3d12 +6) Piercing damage. Diablos can move up to 10ft without provoking opportunity attacks before or after this action.
Tail Swipe. Melee Weapon Attack: +10 to hit, range 10ft., one target. Hit: 25 (4d8 +7) Bludgeoning damage and the target is pushed back up to 30ft.
Diablos can use 3 Legendary Actions from the options below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Diablos regains spent Legendary Actions at the start of its turn.
Tail Swipe.
Detect. Diablos makes a Wisdom (Perception) check.
Move.
Howl (Recharge 5/6). Diablos lets out an ear-shattering roar. Creatures that can hear it must succeed a DC 18 Constitution saving throw or become deafened and stunned until the end of their next turn.
Keen Senses. Seregios gains advantage on Perception rolls that rely on sight.
Enraged. While Seregios has 138 or fewer hit points, It deals an additional 12 (1d12+6) Piercing damage on each of its attacks.
Bloodied. Each Bloodied target suffers 1d12 Damage for each 5ft it moves. A target may spend an action to bandage patch themselves and cure the condition.
Multiattack. Seregios makes 2 Claw and 1 Spine throw attack.
Claw. Melee Weapon Attack: +10 to hit, range 5ft., one target. Hit: 18 (2d12 +5) Slashing damage and the target must succeed a DC 17 Dexterity saving throw or become bloodied.
Spine Throw. Ranged Weapon Attack: +10 to hit, range 60ft., one target. Hit: 25 (3d12 +5) Piercing damage and the target must succeed a DC 17 Dexterity saving throw or become bloodied.
Seregios can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Seregios regains spent Legendary Actions at the start of its turn.
Spine Throw.
Detect. Seregios makes a Wisdom (Perception) Check.
Howl (Recharge 5/6). Seregios lets out an ear-shattering howl. Creatures that can hear it must succeed a DC 17 Constitution saving throw or become Deafened and Stunned until the end of their next turn.
Enraged. While Yian Garuga has 97 or fewer hit points, Each creature hit by a Peck, Fireball, or Tail Whip attack must succeed a DC 16 Dexterity saving throw or be knocked prone.
Multiattack. Yian Garuga Makes 3 attacks of any combination of Fireball, Tail Whip, or Peck.
Peck. Melee Weapon Attack: +8 to hit, range 5ft., one target. Hit: 15 (3d6 +4) Bludgeoning Damage.
Fireball. Ranged Magic Attack: +8 to hit, range 30ft., one target. Hit: 17 (3d8 +3) Fire Damage.
Tail Whip. Melee Weapon Attack: +8 to hit, range 10ft., one target. Hit: 16 (2d10 +5) Piercing damage, and the target must succeed a DC 16 Constitution saving throw or become Poisoned.
Yian Garuga can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Yian Guruga regains spent Legendary Actions at the start of its turn.
Fly-by Attack (Costs 2 Actions). Yian Garuga moves up to its speed and can move through occupied spaces. Each creature it passes through must succeed a DC 16 Dexterity saving throw or suffer 22 (2d12 +9) Slashing damage and become Poisoned.
Tail Whip.
Detect. Yian Garuga makes a Wisdom (Perception) Check.
Howl (Recharge 5/6). Yian Garuga lets out an ear-shattering howl. Creatures that can hear it must succeed a DC 16 Constitution saving throw or become Deafened and Stunned until the end of their next turn.
Fast Mover. Kirin can move up to its speed without provoking opportunity attacks after each attack.
Enrage. While Kirin has 97 or fewer hit points, it leaves behind a 5ftx5ft pillar of lightning on the ground for each 5ft it moves. Creatures that enter or end their turn in the pillar suffer 10 (2d6 +3) Lightning Damage. Pillars last until the end of the turn.
Trample. Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 25 (4d6 +11) Bludgeoning damage and 8 (1d6 +5) Lightning damage.
Thunder Storm (recharge 5/6). Kirin calls down a barrage of thunder bolts in 30ft radius it can see. Creatures in the radius must make a DC 17 Dexterity saving throw, suffering 30 (4d10 +8) Lightning damage and become Paralyzed for 1d4 rounds on a failed roll, and half as much without paralysis on a successful one.
Kirin can use 3 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Kirin regains spent Legendary Actions at the start of its turn.
Trample.
Detect. Kirin makes a Wisdom (Perception) check.
Thunder Storm (costs 2 Actions) (If Available).
Keen Senses. Khezu has advantage on Perception checks that rely on Smell.
Lightning Blight. While blighted, creatures receive an additional 10 (2d10) Lightning damage from any attack that deals lightning damage.
Lightning Bomb. Khezu throws a 5ftx5ft sticky ball of lightning onto the ground up to 60ft away for 1d4 rounds. Creatures in or adjacent to the ball must Succeed a DC 15 Dexterity saving throw or suffer 28 (3d8 +14) Lightning Damage.
Lightning Breathe (recharge 5/6). Khezu throws a volley of lightning balls in a 60ft cone in front of itself. Creatures in the blast must make a DC 15 Dexterity Saving throw, suffering 30 (4d10 +8) Lightning damage and becoming Paralyzed for 1d4 rounds on a failed throw, or half as much and no paralysis on a successful one.
Khezu can use 2 Legendary actions from the options below. Only one legendary Action may be used at a time, and only at the end of another creature's turn. Khezu regains spent Legendary Actions at the start of its turn.
Charge. Khezu moves up to its speed without provoking opportunity attacks, and it can pass through occupied spaces. Creatures that Khezu passes through must succeed a DC 16 Dexterity saving throw or suffer 20 (4d6 +6) Lightning damage and suffer from Lightning Blight.
Detect. Khezu makes a Wisdom (Perception) check.
Trampling. Gravios can occupy the same space as a medium or smaller creature. Creatures who are in the same space as Gravios must succeed a DC 16 Acrobatics check or suffer 10 (2d6 +3) Bludgeoning damage and be pushed 5ft away.
Multiattack. Gravios makes 3 Fireball attacks.
Fireball. Ranged Magic Attack: +8 to hit, range 45ft., one target. Hit: 17 (2d8 +8) Fire damage. Gravios can move up to 10ft after making this attack.
Fire Beam (recharge 5/6). Gravios Fires a Ray of Fire in a 60ftx5ft line in front of it. Creatures in the blast must succeed a DC 16 Dexterity saving throw or suffer 50 (5d10 +22) Fire damage.
Sleep Gas (recharge 5/6). Gravios releases a toxic cloud from its pores in a 10ft radius from itself. Creatures in the blast must succeed a DC 16 Constitution saving throw or fall asleep for 1d4 rounds.
Gravios can use 3 Legendary Actions from the options below. Only one Legendary Action can be used at a time, and only at the end of another creature's turn.
Tail Whip. Melee Weapon Attack: +8 to hit, reach 10ft., one target. Hit: 26 (4d8 +8) Bludgeoning damage.
Detect. Gravios makes a Wisdom (perception) check.
Howl. (Costs 2 Actions) Gravios lets out a loud roar. All creatures that can hear it must succeed a DC 16 Constitution saving throw or become deafened and stunned until the end of their next turn.
Water Spit. Ranged Magic Attack: +5 to hit, range 45ft., one target. Hit: 13 (2d6 +6) Cold damage and the target must succeed a DC 14 Constitution saving throw or become slowed for 1d4 rounds.
Ground Pound. Kecha Wacha slams his fist into the ground around him. All creatures within 5ft of Kechca Wacha must make a DC 14 Dexterity saving throw, suffering 15 (2d8 +6) Bludgeoning damage on failed roll, and half as much on a successful one.
Kecha Wacha can use 2 Legendary actions from the options below. Only one Legendary action may be used at a time and only at the end of another creature's turn. Kecha Wacha regains spent Legendary actions at the start of its turn.
Fly-by attack (costs 2 actions). Kecha Wacha moves up to its speed and can pass through occupied spaces. All creatures Kecha Wacha moves through must succeed a DC 15 dexterity saving throw or suffer 20 (2d10 +9) slashing damage.
Water Spit.
Sand Spit. Ranged Weapon Attack: +6 to hit, range 45ft., one target. Hit: 30 (4d10 +8) Bludgeoning damage and the target must succeed a DC 16 constitution saving throw or become blinded for 1d4 rounds.
Hip Check. Melee Weapon attack: +6 to hit, reach 10ft., one target. Hit: 27 (3d12 +7) Bludgeoning damage. Cephadrome may move up to 20ft after this action.
Cephadrome can use 2 Legendary actions from the options below. Only one Legendary action may be used at a time and only at the end of another creature's turn. Cephadrome regains spent Legendary actions at the start of its turn.
Move.
Sand Spit
Multiattack. Plum Daiymo Hermitaur makes 2 claw and 1 Lunge attack.
Claw. Melee Weapon Attack: +10 to hit, range 10ft., one target. Hit: 20 (2d10 +9) Slashing damage and the target must succeed a DC 17 Strength Saving throw or become grappled (Escape DC 16).
Lunge. Plum Daiymo Hermitaur leaps into the air and crashes down in a space within 60ft. Each creature that occupies the same space as the Hermitaur at the end of the jump must make a DC 16 Dexterity saving throw or suffer 22 (2d12 +9) Bludgeoning Damage.
Plum Daimyo Hermitaur can use 3 Legendary Actions from the options shown below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Plum Daiymo Hermitaur regains spent Legendary Actions at the start of its turn.
Water Spout. Plum Daiymo Hermitaur shoots a beam of pressurized water in a 60ftx5ft line. Creatures in the line must succeed a DC 16 Dexterity saving throw or suffer 25 (4d8 +7) Cold damage and suffer 1 level of Exhaustion.
Detect. The Hermitaur makes a Wisdom (perception) check.
Devour (costs 2 Actions). The Hermitaur Bites a grappled creature. The creature suffers 3d10 Piercing damage and hermitaur regains hit points equal to half of the damage delt.
Furious. At the start of each of Rajang's turns roll a D6 and the following effects occur.
1-Remove all bonuses obtained by Furious
2-Reduces all bonuses granted by Furious by 1 stage
3-Lightning attacks deals an additional 1d12 Lightning damage.
4-Melee attacks deal an additional 1d12 bludgeoning damage.
5-+1AC
6-Gain 1 additional Legendary Action
Multiattack. Rajang Makes 2 Fist Crush Attacks and 1 Ground Pound Attack.
Fist Crush. Melee Weapon Attack: +12 to hit, reach 10ft., one target. Hit: 30 (4d12 +16) Bludgeoning damage, and the target must succeed a DC 21 Strength check become grappled (Escape DC 20).
Ground Pound. Melee Weapon Attack: +12 to hit, reach 30ft., one target and each creature within 10ft of the initial target. Hit: 35 (10d6) Bludgeoning damage.
Throw the World (recharge 5/6). Rajang picks up a 30 cubic square of land and throws it at the party, leaving behind difficult terrain. One target and each creature within 30ft of the target must make a DC 22 Dexterity saving throw, suffering 80 (20d6 +5) Bludgeoning damage on a failed roll, and half as much on a successful one.
Rajang can use 3 Legendary Actions from the options shown below. Only one Legendary Action may be used at a time and only at the end of another creature's turn. Rajang regains spent Legendary Actions at the start of its turn.
Throw. Rajang throws a creature it has grappled up to 120ft away. The grappled creature suffers 5d10 bludgeoning damage, and an additional 4d10 bludgeoning damage if they end the movement adjacent to a wall or solid object.
Lightning Beam (Costs 2 Actions). Rajang Fires a continuous beam of Lightning in a 120ftx5ft line. Creatures in the line must succeed a DC 22 Dexterity Saving throw or suffer 60 (8d12 +21) Lightning damage.
Detect. The Hermitaur makes a Wisdom (perception) check.