Kassoon

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

Aphemia

Aphemia

Medium monstrosity, chaotic evilMedium monstrosity, chaotic evil
Armor Class 15 (natural armor)15 (natural armor)
Hit Points 52 (8d8+16)52 ([8d8+16])
+/-/*

Speed 20 ft., fly 50 ft.20 ft., fly 50 ft.

STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
16 (+3)

Token URL:
Saving Throws Dex +6, Cha +6 Dex [+6], Cha [+6]
Skills Arcana +4, Intimidation +6, Perception +5 Arcana [+4], Intimidation [+6], Perception [+5]
Damage Vulnerabilities
Damage Resistances necrotic
Damage Immunities
Condition Immunities charmed, frightened charmed, frightened
Senses darkvision 120 ft., passive Perception 15darkvision 120 ft., passive Perception 15
Languages CommonCommon
PB +3
Challenge 5 (1,800 XP)

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Legendary Resistance (2/Day). If Aphemia fails a saving throw, she can choose to succeed instead.

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

[b]Legendary Resistance (2/Day).[/b] If Aphemia fails a saving throw, she can choose to succeed instead.

[b]Magic Resistance.[/b] Aphemia has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Aphemia makes two attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) piercing damage plus 13 (3d8) necrotic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) slashing damage.

Discordant Song. Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Aphemia is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.

Grave Calling Song. Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.

[b]Multiattack.[/b] Aphemia makes two attacks: one with her bite and one with her claws.

[b]Bite.[/b] Melee Weapon Attack: [+6] to hit, reach 5 ft., one target. Hit: 8 ([2d4+3]) piercing damage plus 13 ([3d8]) necrotic damage.

[b]Claws.[/b] Melee Weapon Attack: [+6] to hit, reach 5 ft., one target. Hit: 10 ([2d6+3]) slashing damage.

[b]Discordant Song.[/b] Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 ([2d6]) psychic damage at the start of its turn while Aphemia is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.

[b]Grave Calling Song.[/b] Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.

Legendary Actions

 

Details

 
Source Mythic Odysseys of Theros, page 226
 
Environments Dungeon, Ruins
 
Tactics Start with Discordant Song, trying to get as many enemies within 120 feet as possible. If any hostile undead are summoned, she can use Grave Calling Song to take control of them. Otherwise move into melee with the weakest or most threatening target and use Multiattack.
 
Roles | | | | | | | | | |

 

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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
l/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+10lll-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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