Moon Presence

Large monstrosity, Chaotic neutral

Armor Class 22 (natural armor)

22 (natural armor) Hit Points 517 (60d12 + 127)

517 (60d12 + 127) Speed 40 ft.

STR DEX CON INT WIS CHA 14 (+2) 28 (+9) 27 (+8) 18 (+4) 18 (+4) 19 (+4)

Saving Throws Str +9, Int +10, Wis +11

Str +9, Int +10, Wis +11 Skills Perception +11

Perception +11 Damage Immunities cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons

cold, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons Condition Immunities charmed, exhaustion, frightened

charmed, exhaustion, frightened Senses passive Perception 21

passive Perception 21 Languages Common, Telepathic, Deep Speech

Common, Telepathic, Deep Speech Challenge 24 (62,000)

Blood Moon. upon dropping below 258 hit points, The Moon Presence unlocks it's true powers hidden within the moon, turning it into a pure blood moon and granting The Moon Presence immense powers and speed. The Moon Presence gains an extra attack, the ability to use Pale Ball as a melee weapon attack without disadvantage and the ability to use Bane of the Blood Moon.

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

Regeneration. The moon presence regains 50 hit points at the start of it's turn. When dropped to 0 hit points The Moon Presence regains 50 hit points immediatly. If it takes radiant damage or fire damage, this trait doesn't function.

Actions

Multiattack. The moon presence makes three attacks with it's claws or tentacles. Under the effect of Blood Moon it has four attacks, and can replace one attack with a Pale Ball

Claw Attack. Melee Weapon Attack: +16 to hit, reach 5ft., one target. Hit 27 (4d8 + 9) slashing damage plus 9 (2d8) necrotic damage

Tentacles. The moon presence extends a tentacle 10 feet slams it into the ground. Any creature within caught under the 5 foot wide, 10 feet long line must make a DC 24 dexterity throw or take 18 (4d8) bludgeoning damage on a fail, taking half on a save.

Pale Ball. Ranged Attack: +16 to hit, reach 30/90ft., one target. Hit 42 (6d10 + 9) necrotic damage

Maddening Mist (Recharge 5-6). The moon presence releases a beutifully white mist, which covers the whole area within 40 ft. of the moon presence. Anyone, but the moon presence, standing within the mist must make a DC 23 Wisdom saving throw at the start of their turn or take 18 (4d8) psychic damage on a fail, taking none on a save. The mist dissapears after 8 rounds.

Bane of the Blood Moon (Recharge 5-6). The moon presence charges it's power releasing it in a shockwave of pale light, any creature within 40 feet of The Moon Presence must make a DC 23 Consitution saving throw, on a fail taking 91 (26d6) necrotic damage and be knocked prone, on a save halving the damage and not be knocked prone. This ability can only be used when Blood Moon is in effect.

Legendary Actions

The Moon Presence 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 Moon Presence regains spent legendary actions at the start of it's turn.

Move. The Moon Presence moves up to 40 feet.

Misty Step (when surrounded by maddening mist). The moon presence uses the misty step spell

Claw Attack. The Moon Presence makes one claw attack

Pale Ball (Costs 2 actions). The Moon Presence uses it's White Ball attack