Liches for Other Classes - Pt2

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Aethen - Monk

While many powerful monks have learned to survive off of the ki that flows through their body, they can still reach death as time does not slow for them. Old age finds them in their sleep or in their meditations, which is enough to cause many to fear for their lives and turn to a vampiric-like existence. By siphoning the ki from another, often younger source, a monk can extend their own life, tricking time and avoiding the fate of undeath.

While the first few victims won't turn a monk into an aethen, as they drain more ki, changes can be noticed in the monk. Their skin grows gaunt, their eyes hollow, and a sense of doom surrounds them. Upon draining more and more ki, a monk turns into an aethen, a ki vampire who drains the life force of others.

Enlightenment. While many might see the aethen, and recoil from terror, an aethen sees its form as just another step as it becomes one with the universe. By consuming an ever greater number of people, the aethen begins to believe it becomes closer to the multiverse. In truth, the more it feeds, the closer it is to being one with entropy and the negative energy plane.

 

Ætheric

Aethen is based on the idea of an ætheric, or etheric, spirit and body as well as the concept of a psychic vampire, someone who drains the emotions and mental capacity of another. Aethens feed on the ki, or qi, of others, rejuvenating themselves while draining their victims.

For more information Etheric Body - Wikipedia or Qi - Wikipedia.

Hidden Teachers. Because the knowledge of aethens is forbidden by most monasteries, any who become an aethen must learn to hide the marks of their affliction. While some leave, many prefer to stay at their monastery due to the vast quantity of knowledge within, as well as an easy supply of ki. Since dead bodies will only attract attention, an aethen quickly learns to drain their victims without killing them, this leaves the victims drained of emotion and mind.



Aethen

Medium Undead, Typically Neutral Evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
12 (+1) 20 (+5) 18 (+4) 11 (+0) 20 (+5) 16 (+3)

  • Saving Throws Str +7, Dex +11, Wis +11
  • Skills Acrobatics +11, Perception +11, Religion +6
  • Damage Immunities Necrotic, Poison
  • Condition Immunities Charmed, Exhaustion, Poisoned
  • Senses Darkvision 120 ft., passive Perception 21
  • Languages All
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

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

Rejuvenation. If the aethen is destroyed, its soul is cast into a random location on the Astral Plane as an ethereal spirit. It must drain a creature of it is ki before its body is regenerated. If it leaves before it gains a new body, it is permanently destroyed. An ethereal spirit has the same statistic as an aethen but has no Legendary Actions and is CR 10 (5,900 XP).

Unnatural Movement. The aethen can move along vertical surfaces and across liquids on its turn without falling during its movement. In addition, the aethen is unaffected by nonmagical difficult terrain.

Unusual Nature. The aethen doesn't require air, food, drink, or sleep.

 

Actions

Multiattack. The aethen makes three slam attacks or it makes two attacks: one with its slam and one with its Ki Drain.

Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage plus 9 (2d8) necrotic damage.

Ki Drain. The aethen targets a creature within 5 feet of it and siphons their energy, forcing the target to make a DC 19 Constitution saving throw. On a failed save, the target takes 21 (6d6) necrotic damage, or half as much damage on a successful save. The target’s hit point maximum is reduced by an amount equal to the necrotic damage taken, and the aethen regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

Legendary Actions

The aethen 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. The aethen regains spent legendary actions at the start of its turn.

Stride. The aethen moves up to its speed without provoking opportunity attacks.

Strike. The aethen makes one slam attack.

Still Body (Costs 2 Actions). If the aethen is under the effects of a spell or is suffering from a condition, it ends one of the effects on itself. It must still be able to use actions, like while under the effects of a slow spell. If it is unable to take actions, like if it is incapacitated, it can not take this action.

Biogic - Artificer

A practitioner of biomagetics, a biogic has learned to fuse magic, flesh, and technology into a singular form, allowing them to escape the frailty of life. Each biogic crafts their form into an expression that they believe will be the most effective, sometimes implementing plate armor beneath their skin or removing a limb and placing a large mana collector that shoots beams of lightning and fire, turning their enemies into ruin. It isn't uncommon to see what was once a man be covered in wires, tubes, and metal.

Split Soul. An artificer builds a lot of items in its life with a few of the most powerful magic items requiring a bit of the artificer itself to empower them. Typically an artificer has 1d6 major magic items that contain an essence of its soul, and an artificer is aware of each item that it invests a portion of its being in. Often, an artificer is willing to let one item wander the world so that not all of its remains are in one place. It only needs one item to return to life.


Bionic Biomimetics

Bionics and biomimetics is the fusion of biology and electronics, a direct inspiration for artificers who blend their biology and magic into their form.

For more information Bionics - Wikipedia.

 

Different Forms

A biogic can craft other abilities for itself, based on its magical focus. The following are examples:

  • Vials of alchemical potions it can shoot.
  • Goggles that allow sight into the Ethereal Plane.
  • An electrified suit of armor.
  • Legs made of flexible material to increase its jumping.


Biogic

Medium Undead, Typically Any Evil Alignment


  • Armor Class 18 (Natural Armor)
  • Hit Points 170 (20d8 + 80)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 18 (+4) 20 (+5) 20 (+5) 12 (+1)

  • Saving Throws Dex +9, Con +10, Int +11
  • Skills Arcana +11, Investigation +11, Sleight of Hand +9
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 ft., passive Perception 15
  • Languages Common plus up to five other languages
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

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

Rejuvenation. If the biogic is destroyed, its soul is split among the major magic items it created. Only when these items are united does the biogic return to life. Each item gains sentience, can communicate with its wielder, and can innately tell where every other item is located, even across the planes.

Unusual Nature. The biogic doesn't require air, food, drink, or sleep.

Actions

Arm Cannon. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 13 (2d12) force damage plus 13 (2d12) fire damage.

Zap Slam. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning plus 13 (2d12) lightning damage. The target can not take reactions until the start of its next turn.

Beam Shot (Recharge 6). The biogic fires a beam of magical energy from its arm cannon, hitting each creature in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 52 (8d12) fire damage on a failed save, or half as much damage on a successful save.

Rocket Boots (1/rest). The biogic gains a 60-foot fly speed for 1 minute. This speed is increased to 90 feet if the biogic uses the Overcharge action and ends when Overcharge does.

Reactions

Harness Power. If the biogic is the target of an attack that deals lightning or fire, it can immediately activate its Overcharge action and gains resistance to the triggering attack's fire or lightning damage.

Legendary Actions

The biogic 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. The biogic regains spent legendary actions at the start of its turn.

Strike. The biogic makes an Arm Cannon or Zap Slam attack.

Overcharge. The biogic's equipment begins to glow and charge up. Until the end of its next turn, the biogic's attacks deal an extra 13 (2d12) fire or lightning damage, depending on the attack. If the biogic rolls a 1 on the d20 for an attack while under the effects of Overcharge, its weapons experience feedback and the biogic takes the weapon's damage, this damage can not be reduced.

Ventilate (Costs 3 Actions). The biogic recharges its Rocket Boots or Beam Shot.

Odr - Barbarian

Odr, pronounced OH-thur, are those who ascended into an eternal rage, whose entire focus has been built upon a divine madness that pushes them to ever greater feats of violence. Legends tell of the odr, sometimes mistaken for gods of war and thunder, who wiped through villages and armies, their axes never stopping as they sought to achieve enough glory to be remembered for eons to come.

Divine Madness. Sometimes thought to be mad, the odr are warriors whose lust for battle ensured that they could never stop. They are incapable of ending their wars, even when they have no enemies left to face. Typically, only evil warriors actively seek to become an odr, as an odr is incapable of making allies out of the living, only aligning itself with the undead as it sees no life for it to vanquish within the walking corpses.

 

 

Óðr or Odr

Odr is based on the word Óðr, which represents old Nordic for divine madness or frenzied mental activity. Óðr could also refer to the husband of Freyja, a goddess associated with beauty, gold, love, magic, and war, or is another name for Odin.

For more information, Óðr - Wikipedia and Norse-Mythology.org.


Death. Only the absolute removal of strength from an odr can one ever be defeated. There are many tales of odr being tricked, and the source of their strength taken away from them, though few odr have a physical source of their strength.



Odr

Medium Undead, Typically Chaotic Evil


  • Armor Class 17 (Natural Armor)
  • Hit Points 230 (20d8 + 140)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
24 (+7) 11 (+0) 24 (+7) 10 (+0) 16 (+3) 13 (+1)

  • Saving Throws Str +13, Dex +6, Con +13
  • Skills Athletics +13, Intimidation +7, Survival +9
  • Damage Resistances Bludgeoning, Necrotic, Piercing, Slashing
  • Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
  • Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages Common plus up to one other language
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

Brute. A melee weapon deals one extra die of its damage when the odr hits with it (included in the attack).

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

Rejuvenation. If the odr is destroyed, it becomes an ethereal spirit with a Strength of 1 and can not take actions except Dash. Every 24 hours it rolls 1d8, increasing its Strength by the number rolled. Once it reaches a Strength of 24, it regains its body and returns to the place where it died. It is permanently destroyed if the spirit fails the save against a ray of enfeeblement spell or similar magic.

Unusual Nature. The odr doesn't require air, food, drink, or sleep.

 

 

Actions

Multiattack. The odr makes two Greataxe attacks.

Greataxe. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (2d12 + 7) slashing damage.

Great Cleave (Recharges 5-6). The odr sweeps its weapon in a wide arc, hitting all creatures within 10 feet of it. Each creature in the area must make a DC 21 Dexterity saving throw, taking 20 (2d12 + 7) slashing damage on a failed save, or half as much on a successful save.

Enrage (1/day). The odr channels its rage, becoming a Large-sized creature for 1 minute. While it is Large, its melee attacks deal an extra 6 (1d12) damage, its reach increases by 5 feet, and it gains an extra reaction each round. In addition, all attacks against the odr have advantage.

Reaction

I'm Your Enemy! If a creature would hit an ally of the odr, and the odr is within reach of its ally, the odr becomes the target of the attack. The odr then gains advantage on its next melee attack.

Legendary Actions

The odr 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. The odr regains spent legendary actions at the start of its turn.

Strike. The odr makes a melee attack.

Intimidating Bellow. The odr forces a creature it can see within 30 feet of it to succeed on a DC 21 Wisdom saving throw. On a failed save, the target is frightened of the odr and the odr gains 15 temporary Hit Points.

Powerful Jump (Costs 2 Actions). The odr leaps up to 30 feet as a long jump, or up to 15 feet as a high jump. If it lands next to a creature, it can make one melee attack with advantage against the target.

Reaniment - Fighter

There are great tales of powerful warriors that could never be bested in battle, or they were bested in battle, but still their spirit lives on. These stories cause many to be blind to their flaws, believing in their own legend. Those who let their greatness blind them often seek ways of surpassing their legends, often turning to undeath to accomplish it.

A fighter is typically known for a single legendary item, a blade for a great swordmaster, a powerful defender sheathed in armor, or a shield against evil. Whatever weapon, armor, or shield a warrior is most known by becomes their sentient item, a powerful artifact that houses their spirit. If a fighter falls in battle, by placing their spirit inside of their item, they can ensure they live on past death.

If they do fall in battle, their equipment is gathered up by their enemies who wish to keep it as trophies. Thus, the fighter's final revenge begins.

 

Tsukumogami and Possession

Reaniments are spirit infusers, infusing items they once held in life. The tsukumogami, yōkai, possessing spirit, and more all feature a powerful, sometimes demonic, soul taking over an object or the body of another.

For more information Tsukumogami - Wikipedia and Spirit Possession - Wikipedia.

Possessive Death. As the days pass, the warrior spirit within the item attempts to corrupt any who wield it. Upon possession, the spirit fills the body, returning the fallen warrior to unlife.



Reaniment

Medium Undead, Typically Any Evil Alignment


  • Armor Class 20 (Natural Armor), 22 if Legendary Armor or Shield
  • Hit Points 190 (20d8 + 100)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 18 (+4) 20 (+5) 11 (+0) 12 (+1) 16 (+3)

  • Saving Throws Str +11, Dex +10, Con +11
  • Skills Athletics +11, Acrobatics +10, Intimidation +9
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 ft., passive Perception 11
  • Languages Common plus up to one other language
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

Corrupting Armor (Legendary Armor Only). A creature that touches the reaniment or hits it with a melee attack takes 5 (1d10) necrotic damage.

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

Rejuvenation. If the reaniment is destroyed, its spirit returns to its legendary item. A creature that attunes to its legendary item must make a DC 17 Wisdom saving throw every 24 hours. On a failed save, the reaniment takes over the creature's body and reforms, some powerful creatures can resist this possession for a few days.

Sentient Item. A reaniment has one legendary item from the following: Armor, Shield, or Weapon. This item determines the reaniment's statistics and what abilities it has.

Unusual Nature. The reaniment doesn't require air, food, drink, or sleep.

 

Actions

Multiattack. The reaniment makes three weapon attacks.

Longsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands. If the reaniment has a Legendary Weapon, it deals an extra 9 (2d8) necrotic damage.

Foul Rally (Recharge 6). A wave of necrotic energy washes from the reaniment, forcing each creature within 20 feet of it to make a DC 17 Constitution saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and suffers one level of exhaustion. On a successful save, the target takes half damage. An undead creature within range instead regains 26 (4d12) hit points so long as at least one creature failed their saving throw.

Bonus Actions

Shield Bash (Legendary Shield Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) bludgeoning damage plus 9 (2d8) necrotic damage. If the target is a Large or smaller creature, it is knocked prone.

Legendary Actions

The reaniment 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. The reaniment regains spent legendary actions at the start of its turn.

Strike. The reaniment makes a melee attack.

To Me (Costs 2 Actions). The reaniment forces each creature of its choice within 30 feet of it to succeed on a DC 17 Wisdom saving throw. On a failed save, a creature must use its reaction to move up to its speed towards the reaniment, ending its movement as close to the reaniment as possible. This movement provokes opportunity attacks, but if a creature is hit by an opportunity attack, it immediately ends its movement.

Shade - Rogue

Those rogues and assassins that have sought the shadows to hide from all of their problems have stumbled upon how to avoid the grim reaper. Hidden from death itself, a shade has learned to blend itself into undeath, allowing the shadows of the shadow plane to replace its life essence with negative energy. While this allows them to walk unnoticed through shadows, they are ever fearful of light and its ability to remove all hiding places. This supernatural fear is said to even be enough to kill a shade from fright, though that is more rumor than truth.

Contract Killers. While the number one concern for a shade is to remain hidden, it can't help but want to use the skills that it honed in life. Because of this, shades often take on some of the most dangerous jobs, to prove that even in undeath, they are still the greatest of their era. Unfortunately for them, this is often their undoing, as the more attention they draw to themselves, the sooner that death eventually finds them and burns them from the shadows they cling to.

 

 

Sheol & Tsalmaveth

Inspired by the concept of Sheol and Tsalmaveth, a shade is one who is a death shadow or resides in a place of still darkness in death. Shades have hidden themselves from death, partially from removing that which makes them alive, allowing them to drift through the still shadows, fearless of death finding them.

For more information Shade - Wikipedia and Shoel - Wikipedia.

On the Run. Many shades have gotten themselves into trouble, allowing themselves to feel comfortable and death almost found them. Because of this, many shades drift towards the plane of shadows where the omnipresent gloom brings with it reassurances. Some believe that if a shade resides in this plane long enough, it could grow so powerful as to become a dark power.



Shade

Medium Undead, Typically Chaotic Evil


  • Armor Class 19 (Natural Armor)
  • Hit Points 161 (19d8 + 76)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 20 (+5) 18 (+4) 12 (+1) 16 (+3) 20 (+5)

  • Saving Throws Dex +11, Int +7, Wis +10
  • Skills Acrobatics +11, Deception +17, Perception +11, Sleight of Hand +11, Stealth +17
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 ft., passive Perception 21
  • Languages Common plus up to one other language
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

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

Rejuvenation. If the shade is destroyed, it turns into a wisp of dark smoke and hides in an area of darkness for 1d6 nights. After such time, its body reforms. If it is exposed to bright light while it is smoke for 1 minute, it burns away and is permanently destroyed. The dark smoke has the same statistics as a shade but can't take any actions and is immune to all damage except radiant damage and bright light.

Shadow Hidden. While the shade is in an area of dim light or darkness, it is invisible.

Unusual Nature. The shade doesn't require air, food, drink, or sleep.

Actions

Multiattack. The shade makes two Gloom Blade attacks.

Gloom Blade. Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 9 (2d8) necrotic damage. If the shade has advantage on the attack, or an ally is within 5 feet of the target, the shade deals an extra 21 (6d6) weapon damage.

Shadow Slip. The shade magically teleports 60 feet to a spot it can see that is in dim light or darkness. If it appears within 20 feet of a creature, it can make a single weapon attack.

Legendary Actions

The shade 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. The shade regains spent legendary actions at the start of its turn.

Fade Away. If the shade is in an area of dim light or darkness, it can take the Hide action. It then moves up to half its movement.

Strike (Costs 2 Actions). The shade makes a weapon attack.

Quench Light (Costs 3 Actions). If the shade is in an area of bright light, it immediately extinguishes all sources of nonmagical light within 30 feet of it. If there is a source of magical bright light from a spell or magical effect, it attempts a Wisdom saving throw contested by the spell save DC of the magical light, ending the light on a success. If the magical light is from an unattended magic item, the light is treated as if it is nonmagical. For a spell, magical effect, or magic item to exude light again, it must be recast or reactivated.

Wiljag - Ranger

This skeletal figure wears ancient armor barely clinging to its frame, wielding weapons coated in rust and decay. Sometimes called lichen hunters, many of them are covered in lichen, fungi, and moss. In truth, a wiljag is a ranger, forager, or hunter whose drive to hunt a group of creatures has so consumed them that they have continued into death, uncaring that their spirit should have traveled to the wild lands of the afterlife. They have a single foe they must destroy, a driving force that won't even let death stop them.

Favored. A wiljag has a single terrain that it hunts through, rarely leaving its land. This isn't out of fear, but rather they have forgotten all else but the territory they patrol. Anything beyond it is firmly out of their care. On rare occasions, if they hear rumors of their foe, they may be willing to venture out for short periods to kill their prey before quickly returning to their lands, ensuring it remains free of their enemy.

 

Wilde Jagde

Wiljag, named after Wilde Jagde or the Wild Hunt, is a great hunter who is said to work with the fae, fiends, and all other manner of creatures. To them, the only thing that matters is the hunt, and they have little care for who they hunt.

For more information Wild Hunt - Wikipedia.

Ancient Hunter. There are said to be hunters so old, that they have forgotten everything from their life. Their bodies are so ancient that their bones rot to dust and decay. These spirits still prowl through their lands as ghostly forms, continuing the great hunt for an enemy that has consumed their life and unlife.



Wiljag

Medium Undead, Typically Neutral Evil


  • Armor Class 18 (Natural Armor)
  • Hit Points 180 (19d8 + 85)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 20 (+5) 20 (+5) 11 (+0) 18 (+4) 12 (+1)

  • Saving Throws Str +9, Dex +11, Wis +10
  • Skills Insight +10, Perception +10, Stealth +11
  • Damage Resistances Necrotic
  • Damage Immunities Poison
  • Condition Immunities Exhaustion, Poisoned
  • Senses Darkvision 120 ft., passive Perception 20
  • Languages Common plus up to one other language
  • Challenge 17 (18,000 XP)               Proficiency Bonus +6

Favored. The wiljag has a favored enemy and a favored terrain. A wiljag's favored enemy can be aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, humanoids, monstrosities, oozes, plants, or undead (its choice). A wiljag's favored terrain can be arctic, coast, desert, forest, grassland, mountain, swamp, or the underground (its choice). While a wiljag is in its favored terrain, it ignores magical and nonmagical difficult terrain. If the wiljag hits a favored enemy with a weapon attack, it deals an extra 13 (3d8) damage (included in the attack).

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

Rejuvenation. If the wiljag is destroyed while in its favored terrain, it immediately reforms at a random location inside of the terrain. If the wiljag doesn't hunt and successfully kill its favored enemy before the next time it is destroyed, it is permanently destroyed. If the wiljag is destroyed outside of its favored terrain, it is permanently destroyed.

A wiljag does not have access to its Legendary Actions until after it has successfully hunted and killed a favored enemy upon being destroyed, it is CR 7 (2,900 XP) during this time.

Unusual Nature. The wiljag doesn't require air, food, drink, or sleep.

Actions

Multiattack. The wiljag makes two weapon attacks.

Longbow. Ranged Weapon Attack: +11 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 13 (3d8) piercing damage if against favored enemy.

Shortsword. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage plus 13 (3d8) piercing damage if against favored enemy.

Summon Hounds (1/Day). The wiljag summons 1d4 hell hounds or 1d8 blink dogs. The summoned creatures appear in an unoccupied space within 30 feet of the wiljag and acts as its ally. The creatures remain for 1 minute, until it or its summoner dies, or until its summoner dismisses the creatures as an action.

Legendary Actions

The wiljag 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. The wiljag regains spent legendary actions at the start of its turn.

Strike. The wiljag makes a weapon attack.

Grappling Shot (Costs 2 Actions). The hunter makes an attack with its longbow. On a hit, the target is grappled (escape DC 15). If the attack scored a critical hit, the target is instead restrained.

Shrouded Hunter (Costs 2 Actions). The hunter takes the Hide action and then makes an attack with its longbow. Regardless of the result of its attack, the hunter remains hidden.

 

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