Iiada the Betrayed (5e Creature)

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Iiada the Betrayed[edit]

Large giant (oni), neutral


Armor Class 21 (yoroi)
Hit Points 285 (30d10 + 120)
Speed 30 ft.


STR DEX CON INT WIS CHA
24 (+7) 16 (+3) 18 (+4) 16 (+3) 20 (+5) 16 (+3)

Saving Throws Str +9, Con +6
Skills Athletics +9, Insight +7, Intimidation +5, Perception +7, Stealth +5, Survival +7
Damage Vulnerabilities force, radiant
Damage Resistances acid, fire, lightning, poison, thunder; bludgeoning, piercing and slashing from nonmagical attacks
Damage Immunities necrotic, poison
Condition Immunities blinded, charmed, deafened, frightened, poisoned, stunned
Senses passive Perception X
Languages


Battle Experience. If Iiada is subjected to an effect that allows him to make a saving throw to take only half damage, he instead takes no damage if he succeeds on the saving throw, and only half damage if he fails.

Sumo Training. Iiada has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Innate Spellcasting. Iiada's innate spellcasting ability is Charisma (spell save DC 17). Iiada can innately cast the following spells, requiring no material components:

At will: cause fear (6th level), inflict wounds, life transference, wall of sand, wind wall
3/day each: storm sphere, vitriolic sphere
2/day each: bestow curse, circle of death, destructive wave, gravity sinkhole, pulse wave
1/day each: Abi-Dalzim's horrid wilting, hallow, vampiric touch (9th level)

ACTIONS

Multiattack. Iiada makes three attacks.

Doku Yari. Melee Weapon Attack: +12 to hit, reach 15 ft., three targets. Hit: 16 (2d8 + 7) slashing damage and 4 (1d8) poison damage and the target must succeed on a DC 15 Constitution saving throw or be poisoned.

Tachi Melee Weapon Attack: +12 to hit, reach 10 ft., two targets. Hit: 18 (2d10 + 7) slashing damage and 3 (1d6) lightning damage and the target must succeed on a DC 15 Constitution saving throw or be blinded.

Kick. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked back 10 feet.

Stomp. Melee Weapon Attack: +12 to hit, range 5ft., one target. Hit: 14 (2d6+7) thunder damage and the target must succeed on a DC 15 Strength or Dexterity saving throw or be knocked prone

Yumi. Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 12 (2d8 + 3) piercing damage and (1d6) necrotic damage.

BONUS ACTIONS

Innate Spellcasting: Cast an At will spell as a bonus action

REACTIONS

When the creature receives radiant damage casts Shadow Of Moil (Recharge 6) When a creature moves within 5 ft make a stomp attack.

LEGENDARY ACTIONS

3 can take 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. 3 regains spent legendary actions at the start of {{{3}}} turn.

Misty Step.
Lightning Storm (Costs 2 Actions). The creature uses Lightning Storm: the creature magically creates three bolts of lightning, each of which can strike a target the creature can see within 120 feet of it. A target must make a DC 18 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
Shimmering Shield (Costs 2 Actions). The creature creates a twisted, hateful field around itself. The target gains a +3 bonus to AC against ranged attacks until the end of the creature’s next turn.

<--Description of creature, tactics, lore, etc-->

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