F

Finnyous

Lvl 11 large
83133
Talon.

(3d8+3) Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 15) from one of two talons, and it has the Restrained condition until the grapple ends.

Dream eater.

Charisma Saving Throw: DC 15, a creature the dream eater is grappling, or a creature within 5 feet of it that has the Incapacitated condition (Incapacitated creatures fail automatically) and the creature’s Charisma score decreases by 1d6. A creature reduced to 0 Charisma by this effect doesn’t recover lost Charisma when it finishes a Long Rest, and it has the Incapacitated condition until its mind is restored with a Greater Restoration, Heal, or Wish spell. Success: Half damage only.

Hypnotic Wings.

The dream eater’s wings shine with dazzling rainbow colors until the start of its next turn, emitting Bright Light in a 30- foot Emanation originating from the dream eater. Wisdom Saving Throw: DC 15, each creature in the dream eater’s Bright Light. Failure: Until the start of the dream eater’s next turn, the target has the Incapacitated condition, and its Speed is 0.

Lvl 5 turtlefolk
658
Choose one.
  • FIshing spear.
Lvl 14 aberration
M88147
Pick 1
  • Chaos Claw..

    Until the start of the slaad’s next turn, the target has a condition determined by rolling 1d4: on a 1, Charmed; on a 2, Frightened; on a 3, Poisoned; or on a 4, Dazed

  • Cloudkill..

    You create a 2 square radius Sphere of yellow-green fog centered on a point within range. STR save 12 or take damage, half on success. The fog lasts for the duration or until strong wind disperses it, ending the spell. Its area is Heavily Obscured.

Level 6 Solo Large Beholder
M175
INT++ WIL+
Dazing Gaze.

Any creature looking at the Gauth eye at the start of their turn must make a DC 13 INT Save or they are dazed until the start of their next turn.

If they don't look into it's eye, their attacks are made at disadvantage.

Fly 6 and choose 1:
  • Enervation Ray.

    2d8+4 Necrotic

  • Fire Ray .

    4d8+4 Fire

  • Devour Magic Ray.

    The targeted creature must succeed on a DC 13 DEX saving throw or have one of its magic items lose all magical properties until the start of the gauth’s next turn.

    Determine the affected item randomly, ignoring single-use items such as potions and scrolls.

  • Frost Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be frozen 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.

  • Push/Pull Ray.

    The targeted creature must succeed on a DC 13 STR saving throw or be pushed or pulled up to 15 feet directly away from the gauth and be knocked prone.

  • Blind Ray.

    The targeted creature must succeed on a DC 13 WIL saving throw or have the blind condition.

BLOODIED:

At 80HP gain Illusory Shift. Reaction, when attacked (1 use): Swap places with a creature within 6 Squares and they take the damage from the attack.

LAST STAND:

Gauth is dying! 60 More damage or he dies. Until then he Gains a new ray he can use once a round. Disintegration Ray. Dex saving throw 13 or 8d8+4 Force damage half on save.