Casimir Liber
Adventurer
Oh DC 19, given power of critter. Changing now.
Maybe give it a title like "Cairn Wraithlord" or "Cairn Wraith (The Jarl of Shadows)" to add a bit of emphasis?
The dodkong's most powerful offsiders are the dodforers...so we have a name...but they're solid. So maybe we just make weaker wraiths and then the dodforers (as souped up wights!)
Ok fair point. Anyway need to focus on big boss right about nowHowever, if we continue with that route I don't care for giving a weaker Cairn Wraith Legendary Actions and piles of abilities. For reasons already explained.
Ok fair point. Anyway need to focus on big boss right about now
Cairn [Name](Wraith? Shadow? Shadowraith?) (Undead Stone Giant)
Huge undead, neutral evil
Armor Class 16 (shadow armor), 13 in sunlight
Hit Points 126 (11d12 + 55)
Speed 60 ft. [or 40 ft. 50 ft.?]
STR DEX CON INT WIS CHA 19 (+4) 16 (+3) 20 (+5) 10 (+0) 13 (+1) 15 (+2)
Saving Throws DEX +7, CON +10, WIS +5
Skills Athletics +12, Perception +5, Stealth +7
Damage Vulnerabilities radiant
Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 120 ft., passive Perception 15
Languages Giant
Challenge 11 (7,200 XP) Proficiency Bonus +4
Amorphous. The [name] can move through a space as narrow as 1 inch wide without squeezing
Shadow Armor. While out of sunlight, the [name]'s base AC is 13 + its Dexterity modifier.
Shadow Stealth. While in dim light or darkness, the [name] can take the Hide action as a bonus action.
Stone Camouflage. The cairn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Sunlight Vulnerability. While in sunlight, the [name] has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
Actions
Multiattack. The [name] makes two bone maul attacks.
Greatclub. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.
Phantom Boulder. Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. Hit: 26 (4d10 + 4) psychic damage. If the target is a creature, it must succeed on a DC 17 Wisdom saving throw or fall prone and be paralyzed until the end of its next turn.
Heart Grip. Melee Weapon Attack: +8 to hit (automatically hits a restrained opponent), reach 15 ft., one creature. Hit: 11 (2d6 + 4) piercing damage plus 21 (6d6) necrotic damage. If the target is a creature, it is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the [name] can't use Heart Grip on another target.
In addition, If the target is a creature, it must succeed on a DC 17 Constitution saving throw or suffer 1 level of exhaustion. This exhaustion remains until it is healed magically: a lesser restoration can remove one level of exhaustion from a victim with two or fewer levels, a greater restoration will remove three levels of exhaustion. The target dies if it suffers 6 levels or exhaustion.
A humanoid or giant slain by this attack rises 24 hours later as a shadow under the [name]'s control, unless the victim is restored to life or its body is destroyed. The [name] can have no more than [six?] shadows under its control at one time.
Chthonic Journey (Recharges After A Short Rest). The [name] becomes incorporeal and sinks into the ground, allowing it to move through nonmagical, unworked earth and stone without disturbing the material it moves through, along with any equipment it is wearing or carrying. The [name] can move through other creatures as if they were difficult terrain. The first time it enters a creature’s space on a turn, the [name] takes 5 (1d10) force damage and the creature it enters takes 10 (3d6) necrotic damage. Chthonic Journey lasts until the [name] emerges from the ground, which restores its corporeality. While so journeying, the [name] can only travel underground and cannot enter sunlight. Should a chthonic [name] be forcibly exposed to sunlight it must immediately retreat underground. If unable to do so, it takes 55 (10d10) damage and its Chthonic Journey ends.
The [name] can only attack other incorporeal creatures (e.g. wraiths or spectres) during its Chthonic Journey, but gains tremorsense 60 feet as long as it's journeying.
Reactions
Rock Catching. If a rock or similar object is hurled at the [name], it can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Description
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(Original monster designed by Cleon on the Creature Catalog Monster Homebrews forum.)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
23 (+6) | 17 (+3) | 22 (+6) | 14 (+2) | 18 (+4) | 23 (+6) |
ok, maybe just plain "cairn wraith" nudged stats down and ditched legendary actions. latest screenshot