Everdawn DM

Mentally communicate with any creature(s) within view, regardless of language.
Ending turns while grappled/adjacent causes Poisoned (cured by healing).
- •Tentacles (x2).1d20+3 (Reach 4).
Damage +5 is DC against Grappled.
- Reroll save 1/turn. Upon creature damage, adv to PC's next save.
- •Brainwash.2d20+6 psych (Range 14).
DC 19 WIL. On failure, Brainwashed.
- Reroll save 1/turn. If PC is damaged, adv to next save.
- •Psyonic Drain.4d20+6 psych.
Against Hampered target - Heal half damage.
At 100 HP, free Brainwash reaction (AoE 14).

Mentally communicate with any creature(s) within view, regardless of language.
Ending turns while grappled/adjacent causes Poisoned (cured by healing).
- •Tentacles (x2).1d20 (Reach 5).
Damage +5 is DC against Grappled.
- Reroll save 1/turn. Upon damage, adv to PC's next save.
- •Brainwash.2d20 psych (Range 16).
DC 20 WIL. On failure, Brainwashed.
- Reroll save 1/turn. If PC is damaged, adv to next save.
- •Psyonic Drain.4d20 psych.
Against Hampered target - Heal half damage.
At 116 HP, free Brainwash reaction (AoE 16).

Mentally communicate with any creature(s) within view, regardless of language.
Ending turns while grappled/adjacent causes Poisoned (cured by healing).
- •Tentacles (x3).1d20 blud (Reach 3).
Damage roll is DC against Grappled.
- •Brainwash.2d20 psych (Range 12).
DC 18 WIL. On failure, Brainwashed.
- Reroll save 1/turn. If PC is damaged, adv to next save.
- •Psyonic Drain.4d20 psych.
Against Hampered target - Heal half damage.
At 77 HP, free Brainwash reaction (AoE 12).

(Reaction, 1/round) Move in-line through occupied spaces.
- Dodge Reaction: DC-15 DEX save. Failure difference = bludgeoning damage.
Resistant to Ice, Fire, and Non-Magical Weapons.
- Gore x2.3d8 Piercing.
On damage: Knockback primary die spaces.

(Immediate & Continuous, Reach 12) DC-10 WIL save or drop to 0 HP.
- On save, lose half max HP.
- 20+ WIL save is unharmed.
- Adv (or immune) if hearing is protected.

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.
- Deathly Touch.
DC-13 WIL/DEX save or drop to 0 HP. On save, lose 1/2 max HP.
- Against Dying enemies, inflict 2 Wounds. On save, 1 Wound.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Crunch x2.1d6.
On crit: Grappled.

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Ravage (x2).1d6

(1/Encounter) On death: regain 1hp. Disregard if killed by Radiant damage.
- Rip Apart (x2).1d6.
On hit: Grappled (DC 9 escape).

Immune to nonmagical damage. Resistant to Necrotic. Vulnerable to Radiant, Sunlight, and Silver.
- • Deathly Wail.
(1/Encounter, Reach 12) DC 13 WIL save or drop to 0 HP. On save, lose half max HP.
- Adv (or immune) if hearing is protected.
- •Horrible Glare.
(Reach 8) 1d10, Frightened 1 Round.
- •Ghastly Touch.
Fly 4 then 2d10.
(35hp) Any dying heroes gain 1 HP and 1 action.
(20hp) Possess: All heroes make a DC16 WIL Save. Lowest failure is Possessed.

Advantage against creatures, if an ally is adjacent to it.
Flee combat when outnumbered.
- Bite.1d8+2 Piercing.
On crit: Vicious.

1/Round, Free Adv attack by creature OR rider after 4+ line movement over enemy.
Immune to (most) Forced Movement, but D-Adv to Jumps (1d4 for distance).
- •Gallop.
Move up to 12.
- •Hooves.3d6+2 Bludgeoning.
On crit, Prone.
- •Shimmer.
(While Sunlit, Reach 4, AoE) DC-8 INT/DEX Save or observers are Dazed for Round(s) = DC/Save difference. A Crit Fail forces Blinded for 1 Round instead.