Kassoon

This is homebrew, submitted by a member of the community.

ArchMage Montgomery Leighton, Curator of Existence, Savior of Domains, The guide to Generations

ArchMage Montgomery Leighton, Curator of Existence, Savior of Domains, The guide to Generations

small beast, Lawful Goodsmall beast, Lawful Good
Armor Class 12 (15 with mage armor)12 (15 with mage armor)
[~<13]
+/-/*
Hit Points 99 (18d8+18)99 ([18d8+18])
[~1-6]
Speed 25 ft., fly 60 ft., swim 50ft.25 ft., fly 60 ft., swim 50ft.

STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
20 (+5)
WIS
20 (+5)
CHA
18 (+4)

Token URL:
Saving Throws -Dex +6, Int +9, Wis +9, cha,+8 -Dex +6, Int +9, Wis +9, cha,+8
Skills -Arcana +18, History +18, Slight of Hand +8, Stealth +8 -Arcana +18, History +18, Slight of Hand +8, Stealth +8
Damage Vulnerabilities
Damage Resistances -Damage From Spells; Non Magical Bludgeoning, Piercing, And Slashing (From Stoneskin)
Damage Immunities -Psychic
Condition Immunities -Charmed, Grappled, Frightened, Prone -Charmed, Grappled, Frightened, Prone
Senses True Sight 60ft, 12 passive perceptionTrue Sight 60ft, 12 passive perception
Languages -Goose, All languages-Goose, All languages
PB +7
Challenge 21 (33,000 XP)

[+instructions]

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Evasive: When subjected to a dex save that would have damage on a success take no damage instead.

Nimble Escape: Can take hide or disengage as a bonus action

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell, fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin*
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.

Magic Resistance. The archmage has advantage on saving throws against spells and other magical effects.

Evasive: When subjected to a dex save that would have damage on a success take no damage instead.

Nimble Escape: Can take hide or disengage as a bonus action

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:

• Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
• 1st level (4 slots): detect magic, identify, mage armor*, magic missile
• 2nd level (3 slots): detect thoughts, mirror image, misty step
• 3rd level (3 slots): counterspell, fly, lightning bolt
• 4th level (3 slots): banishment, fire shield, stoneskin*
• 5th level (3 slots): cone of cold, scrying, wall of force
• 6th level (1 slot): globe of invulnerability
• 7th level (1 slot): teleport
• 8th level (1 slot): mind blank*
• 9th level (1 slot): time stop
* The archmage casts these spells on itself before combat.

Actions

[~Hit +2, DC <13, DPR 0-1]

Multi Attack: Uses Honk and Does three beak attacks

Beak: Melee weapon +5 to hit (One Target, on hit 4(1d4+2)piercing + 10(2d6), psychic

Honk: All creatures of choice within 120ft that can hear it must make dc 15 wisdom save, on failing enraged having disadvantage to attack anything that is not the one doing the honking, until the end of the honkers turn.

Multi Attack: Uses Honk and Does three beak attacks

Beak: Melee weapon +5 to hit (One Target, on hit 4(1d4+2)piercing + 10(2d6), psychic

Honk: All creatures of choice within 120ft that can hear it must make dc 15 wisdom save, on failing enraged having disadvantage to attack anything that is not the one doing the honking, until the end of the honkers turn.

Legendary Actions

3 legendary actions
Honk
3 legendary actions
Honk
 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
1/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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