Vilderavn

Medium fey (shapechanger), neutral evil

Armor Class 20 (plate)

20 (plate) Hit Points 252 (24d8 + 144)

252 (24d8 + 144) Speed 60ft., fly 120 ft.

STR DEX CON INT WIS CHA 22 (+6) 20 (+5) 22 (+6) 19 (+4) 20 (+5) 21 (+5)

Saving Throws Str +11, Dex +10, Wis +10, Cha +10

Str +11, Dex +10, Wis +10, Cha +10 Skills Deception +15, History +9, Insight +10, Intimidation +10, Investigation +9, Persuasion +15, Stealth +10

Deception +15, History +9, Insight +10, Intimidation +10, Investigation +9, Persuasion +15, Stealth +10 Damage Immunuities necrotic

necrotic Damage Resistances cold; bludgeoning, piercing and slashing damage from nonmagical weapons

cold; bludgeoning, piercing and slashing damage from nonmagical weapons Condition Immunities charmed, frightened, unconscious

charmed, frightened, unconscious Senses truesight 120 ft., passive Perception 15

truesight 120 ft., passive Perception 15 Languages all, telepathy 120 ft.

all, telepathy 120 ft. Challenge 16 (15000 XP)

Legendary Resistance (3/day). If the Vilderavn fails a saving throw, it can choose to succeed instead.

Shapechanger. The Vilderavn can use its action to polymorph into a wolf, a raven, any Small or Medium humanoid slain by its Soul Eater ability, or back to its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying is transformed with it. It reverts to its true form if it dies.

Calamitous Weapons. The Vilderavn's weapon attacks are magical. When the vilderavn hits with any weapon, the weapon deals an extral 4d6 necrotic damage (included in the attack).

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

Shatter Loyalties. Any creature that is frightened by the Vilderavn becomes paranoid that their allies will betray them. They cannot benefit from, or use, the Help action. In addition whenever the creature is subject to a beneficial magical effect it must make a DC 17 Wisdom saving throw. On a success the spell is cast normally, on a failure the spell has no effect.

Soul Eater. Whenever the Vilderavn reduces a humanoid to 0 hit points it can use a bonus action to tear out the humanoid's heart and consume its soul. The creature is immediately slain and the false life spell is cast on the Vilderavn at a level equal to 1/3rd (rounded down) of the creatures total hit dice. A creature slain in this manner can only return to life by slaying the vilderavn or by means of a wish spell. Any creature that can see this are immediately subject to the Vilderavn's Frightful Presence ability, even if they are immune from a previous successful save.

Swift Winds of Death. The Vilderavn has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

Innate Spellcasting. The vilderavn's spellcasting ability is Charisma (spell save DC 18). The vilderavn can innately cast the following spells, requiring no material components:

At will: bestow curse, detect thoughts, dispel magic, dream, fear, pass without trace, scrying, suggestion, wrathful smite

1/day: circle of death, etherealness, geas, harm, mass suggestion, modify memory

Actions

Multiattack The Vilderavn makes three greatsword attacks, and uses its Misfortune ability if it can.

Greatsword. Melee Weapon Attack: +11 to hit, reach 5 ft., Hit: 13 (2d6+6) slashing damage plus 14 (4d6) necrotic damage. The target must succeed on a DC 18 Constitution saving throw or have its hit point maximum reduced by an ammount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if this damage reduces its hit point maximum below 0.

Frigthful Presence. Each creature of the Vilderavn's choice that is within 120 feet of the Vilderavn and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A 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 the Vilderavn's Frightful Presence for the next 24 hours.

Misfortune (Recharge 5-6). The Vilderavn can cause a creature to suffer grave misfortune. The creature must succeed on a DC 18 Wisdom saving throw. On a failure the target has disadvantage on all ability checks, attack rolls, and saving throws until the end of its next turn.

Legendary Actions

The vilderavn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The vilderavn regains spent legendary actions at the start of its turn.

Greatsword. The Vilderavn makes one greatsword attack.

Frighten Foe (Costs 2 Actions). The Vilderavn targets one enemy it can see within 30 feet of it. The target must succeed on a DC 18 Wisdom saving throw or be frightened until the end of the Vilderavn's next turn.

Storm of Feathers (Costs 2 Actions). Each creature within 10 feet of the Vilderavn must make a DC 18 Dexterity saving throw. On a failure the creature takes 27 (5d10) slashing damage, or half as much on a failed one.

Cast A Spell (Costs 3 Actions). The Vilderavn casts a spell.