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<blockquote data-quote="Ash Mantle" data-source="post: 7546909" data-attributes="member: 11010"><p>To its victims, it is said Mister Tall occupies the unfathomable recesses of the mind, the uncertain point where memories churn and decay. Mister Tall appears as a hazy afterthought to its victims. </p><p></p><p><strong><span style="font-size: 15px">M<span style="font-size: 12px">ISTER</span> T<span style="font-size: 12px">ALL</span></span></strong></p><p><em>Large fey, chaotic evil</em></p><p><strong>Armor Class</strong> 17 (natural armor)</p><p><strong>Hit Points</strong> 189 (18d10 + 90)</p><p><strong>Speed</strong> 30 ft.</p><p><strong>STR</strong> 20 (+5) <strong>DEX</strong> 26 (+8) <strong>CON</strong> 20 (+5) <strong>INT</strong> 22 (+6) <strong>WIS</strong> 24 (+7) <strong>CHA</strong> 22 (+6)</p><p><strong>Saving Throws</strong> Dex +14, Con +11, Cha +12</p><p><strong>Skills</strong> Perception +13, Persuasion +12, Stealth +14</p><p><strong>Damage Resistances</strong> necrotic, radiant</p><p><strong>Damage Immunities</strong> cold, poison; bludgeoning, piercing, and slashing that is nonmagical</p><p><strong>Condition Immunities</strong> blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned</p><p><strong>Senses</strong> truesight 120 ft., passive Perception 13</p><p><strong>Languages</strong> Common, Sylvan plus three more languages</p><p><strong>Challenge</strong> 20 (25,000 XP)</p><p></p><p><em><strong>Innate Spellcasting.</strong></em> Mister Tall's spellcasting ability is Charisma (spell save DC 20). Mister Tall can innately cast the following spells, requiring no material components:</p><p>At will: <em>confusion, levitate</em></p><p>3/day each: <em>detect thoughts, feeblemind, shatter, telekinesis</em></p><p>1/day each:<em> dimension door, phantasmal killer </em> </p><p></p><p><strong><em>Legendary Resistance (3/Day).</em></strong> If Mister Tall fails a saving throw, it can choose to succeed instead.</p><p></p><p><strong><em>Magic Resistance.</em></strong> Mister Tall has advantage on saving throws against spells and other magical effects.</p><p></p><p><strong>ACTIONS</strong></p><p><strong><em>Multiattack.</em></strong> Mister Tall makes two claw attacks and uses Dementing Touch. </p><p></p><p><strong><em>Claw.</em></strong> <em>Melee Weapon Attack.</em> +11 to hit, reach 5 ft., one creature. <em>Hit:</em> 13 (1d10 + 8) slashing damage. The target is also grappled (escape DC 19). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, Mister Tall has advantage on attack rolls against it and can 't use this attack against other targets. When Mister Tall moves, any Medium or smaller target it is grappling moves with it.</p><p></p><p><strong><em>Dementing Touch. </em></strong><em>Melee Spell Attack.</em> +11 to hit, reach 5 ft., one creature. <em>Hit:</em> 22 (4d10) psychic damage. The target must succeed on a DC 20 Charisma saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. </p><p></p><p><strong><em>Visitation.</em></strong> At its first visitation, the target must succeed on a DC 20 Charisma saving throw or dismiss Mister Tall as an optical illusion, becoming startled as the figure of Mister Tall looms over them, and become frightened for 1 round. </p><p></p><p>At its second visitation, Mister Tall effects visual and physical corruption within the surrounding inanimate objects about the victim, causing loud bursts of static, and weirdly sonorous and terrifying voices to sound around the victim, and rapidly oscillating orbs of light to chase victims. The target must succeed on a DC 20 Charisma saving throw or become frightened for 1d4 rounds.</p><p></p><p>At its third visitation, Mister Tall physically enters the premises of the victim's home. Victims plagued by this visitation report being stared at by a large owl, or deer with overly large, completely black eyes. The target must succeed on a DC 20 Charisma saving throw or barely audibly gasp that "it was no owl or deer", and become frightened and paralyzed for 1 minute. </p><p></p><p>At its fourth visitation, Mister Tall effects visual and physical corruption within the victim. The target must succeed on a DC 20 Charisma saving throw or their faces distort into grotesque forms and their bodies become rigid and levitates in the air, becoming prone, frightened and exhausted for 1 minute. </p><p></p><p>Creatures who fail all saves become frightened to death, duplicating a <em>phantasmal killer</em> spell. A creature can repeat the saving throws at the end of each of its turns, ending the effect on itself on a success.</p><p><strong></strong></p><p><strong>LEGENDARY ACTIONS</strong></p><p>Mister Tall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mister Tall regains spent legendary actions at the start of its turn.</p><p><strong></strong></p><p><strong>Demented (Costs 2 Actions).</strong> Mister Tall makes one attack with its claws and makes use of Dementing Touch. </p><p><strong>Encounter of the Aberrant Kind (Costs 3 Actions).</strong> Mister Tall visits.</p></blockquote><p></p>
[QUOTE="Ash Mantle, post: 7546909, member: 11010"] To its victims, it is said Mister Tall occupies the unfathomable recesses of the mind, the uncertain point where memories churn and decay. Mister Tall appears as a hazy afterthought to its victims. [B][SIZE=4]M[SIZE=3]ISTER[/SIZE] T[SIZE=3]ALL[/SIZE][/SIZE][/B] [I]Large fey, chaotic evil[/I] [B]Armor Class[/B] 17 (natural armor) [B]Hit Points[/B] 189 (18d10 + 90) [B]Speed[/B] 30 ft. [B]STR[/B] 20 (+5) [B]DEX[/B] 26 (+8) [B]CON[/B] 20 (+5) [B]INT[/B] 22 (+6) [B]WIS[/B] 24 (+7) [B]CHA[/B] 22 (+6) [B]Saving Throws[/B] Dex +14, Con +11, Cha +12 [B]Skills[/B] Perception +13, Persuasion +12, Stealth +14 [B]Damage Resistances[/B] necrotic, radiant [B]Damage Immunities[/B] cold, poison; bludgeoning, piercing, and slashing that is nonmagical [B]Condition Immunities[/B] blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned [B]Senses[/B] truesight 120 ft., passive Perception 13 [B]Languages[/B] Common, Sylvan plus three more languages [B]Challenge[/B] 20 (25,000 XP) [I][B]Innate Spellcasting.[/B][/I] Mister Tall's spellcasting ability is Charisma (spell save DC 20). Mister Tall can innately cast the following spells, requiring no material components: At will: [I]confusion, levitate[/I] 3/day each: [I]detect thoughts, feeblemind, shatter, telekinesis[/I] 1/day each:[I] dimension door, phantasmal killer [/I] [B][I]Legendary Resistance (3/Day).[/I][/B] If Mister Tall fails a saving throw, it can choose to succeed instead. [B][I]Magic Resistance.[/I][/B] Mister Tall has advantage on saving throws against spells and other magical effects. [B]ACTIONS[/B] [B][I]Multiattack.[/I][/B] Mister Tall makes two claw attacks and uses Dementing Touch. [B][I]Claw.[/I][/B] [I]Melee Weapon Attack.[/I] +11 to hit, reach 5 ft., one creature. [I]Hit:[/I] 13 (1d10 + 8) slashing damage. The target is also grappled (escape DC 19). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, Mister Tall has advantage on attack rolls against it and can 't use this attack against other targets. When Mister Tall moves, any Medium or smaller target it is grappling moves with it. [B][I]Dementing Touch. [/I][/B][I]Melee Spell Attack.[/I] +11 to hit, reach 5 ft., one creature. [I]Hit:[/I] 22 (4d10) psychic damage. The target must succeed on a DC 20 Charisma saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. [B][I]Visitation.[/I][/B] At its first visitation, the target must succeed on a DC 20 Charisma saving throw or dismiss Mister Tall as an optical illusion, becoming startled as the figure of Mister Tall looms over them, and become frightened for 1 round. At its second visitation, Mister Tall effects visual and physical corruption within the surrounding inanimate objects about the victim, causing loud bursts of static, and weirdly sonorous and terrifying voices to sound around the victim, and rapidly oscillating orbs of light to chase victims. The target must succeed on a DC 20 Charisma saving throw or become frightened for 1d4 rounds. At its third visitation, Mister Tall physically enters the premises of the victim's home. Victims plagued by this visitation report being stared at by a large owl, or deer with overly large, completely black eyes. The target must succeed on a DC 20 Charisma saving throw or barely audibly gasp that "it was no owl or deer", and become frightened and paralyzed for 1 minute. At its fourth visitation, Mister Tall effects visual and physical corruption within the victim. The target must succeed on a DC 20 Charisma saving throw or their faces distort into grotesque forms and their bodies become rigid and levitates in the air, becoming prone, frightened and exhausted for 1 minute. Creatures who fail all saves become frightened to death, duplicating a [I]phantasmal killer[/I] spell. A creature can repeat the saving throws at the end of each of its turns, ending the effect on itself on a success. [B] LEGENDARY ACTIONS[/B] Mister Tall can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Mister Tall regains spent legendary actions at the start of its turn. [B] Demented (Costs 2 Actions).[/B] Mister Tall makes one attack with its claws and makes use of Dementing Touch. [B]Encounter of the Aberrant Kind (Costs 3 Actions).[/B] Mister Tall visits. [/QUOTE]
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