Cradle of the Chrono Wyrm
MOD | SAVE | ||
---|---|---|---|
STR | 15 | +2 | +2 |
DEX | 12 | +1 | +1 |
CON | 14 | +2 | +2 |
MOD | SAVE | ||
INT | 13 | +1 | +1 |
WIS | 15 | +2 | +2 |
CHA | 15 | +2 | +2 |
Keen Smell. The matriarch has advantage on Wisdom (Perception) checks that rely on smell.
Legendary Resistance (2/Day). If the matriarch fails a saving throw, she can choose to succeed instead.
If the matriarch would be reduced to 0 hit points, her current hit point total instead resets to 67 hit points, she recharges her Infectious Laughter, and she regains any expended uses of Legendary Resistance. Additionally, for 1 hour, the matriarch gains the Exsanguinating Strikes trait and can use the options in the “Ravening Actions” section. Award a party an additional 700 XP (1,150 XP total) for defeating the matriarch after her Ravening Form activates.
Exsanguinating Strikes. When the matriarch hits a creature that has blood with a melee weapon attack, the creature must succeed on a DC 12 Constitution saving throw or start bleeding. A bleeding creature takes 3 ( 1d6 ) necrotic damage at the start of each of its turns. At the end of each of its turns, a bleeding creature can repeat the saving throw, ending the effect on a successful save. Alternatively, the bleeding creature or another creature within reach can use an action to make a DC 12 Wisdom (Medicine) check, ending the bleeding on a success. The matri- arch knows the exact location of each creature within 30 feet of her that is bleeding from her attacks, and has advantage on attack rolls against them.
Claw (Hyena or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Draining Bite (Hyena or Hybrid Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage plus 3 ( 1d6 ) necrotic damage. The matriarch gains tem- porary hit points equal to the necrotic damage taken.
Infectious Laughter (Recharge 5-6). The matriarch begins laughing madly, compelling others around her to do so as well. Each other kaftar within 20 feet of the matriarch that can hear the laughter can use its reaction to join in, adding its voice to the chorus. Each creature of the matriarch’s choice within 20 feet of it that can hear it must make a DC 12 Wisdom saving throw. On a failed save, a creature begins to laugh as well, taking 14 ( 4d6 ) psychic damage and becoming charmed by each kaftar that laughed until the end of its next turn or until one of those creatures does anything harmful to it. On a successful save, a creature takes half as much damage and isn’t charmed.
Shapechanger. The matriarch can use her action to polymorph into a Medium hyena, into the last Humanoid that she killed, or back into her true form, which is a Large hyena-humanoid hybrid. Any equipment she is wearing or carrying is worn by her new form (humanoid or hybrid form) or merges into her hyena form. Her statistics are the same in each form, except for her size and any bonuses she gains from its equipment. She reverts to her true form if she dies.
The matriarch 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 matriarch regains spent legendary actions at the start of her turn.
Voracious Advance. The matriarch moves up to her speed to- wards a creature that is missing hit points, without provoking opportunity attacks.
Claw (Costs 2 Actions). The matriarch makes one Claw attack.
Devouring Tail (Costs 2 Actions). The matriarch lashes out with her tail, attempting to wrap it around a creature within 10 feet of her. The creature must succeed on a DC 12 Strength saving throw or be grappled by the matriarch (escape DC 12). A creature is restrained while grappled in this way, and takes 3 ( 1d6 ) necrotic damage at the start of each of its turns as the tongue on the matriarch’s tail drains it of blood. The matriarch gains temporary hit points equal to the necrotic damage taken. The matriarch can only grapple one creature at a time with her tail.
If the matriarch’s Ravening Form has activated in the last hour, she can use the option below as a legendary action.
Bloodthirsty Combo (Costs 2 Actions). Fueled by her supernatural hunger, the matriarch chooses one creature within 30 feet of her that has half of its hit points or fewer. Her tail stretches towards the chosen creature, which is subjected to effects of the matriarch’s Devouring Tail legendary action. If the creature fails its saving throw against it, it’s pulled up to 30 feet towards the matriarch, and the matriarch can immediately make a Claw attack against the creature.
On initiative count 20 (losing initiative ties), Oumdabaa takes a lair action to cause one of the following effects. Oumdabaa can’t use the same effect two rounds in a row.
Aura of Bloodlust. An unnatural aura settles upon the kaftar matriarch’s lair, deepening its hunger and that of its allies. Until initiative count 20 of the next round, the kaftar matriarch and creatures of its choice have advantage on attack rolls against any creature with half of its hit points or fewer.
Forceful Joke. Each creature of the kaftar matriarch’s choice that it can see within its lair must succeed on a DC 12 Wisdom saving throw or begin laughing, as mirthful thoughts impose themselves in its mind. While laughing, a creature has disadvantage on attack rolls and Constitution saving throws to maintain concentration on spells, and its speed is halved. A creature stops laughing at the end of its next turn or if it takes damage.
Piping Hot. The kaftar matriarch chooses one point it can see within the hideout area in its lair, causing steam to start building up in the pipes underground. Creatures that aren’t deafened can hear the sound of straining pipes and pinpoint the spot chosen by the kaftar. On initiative count 0 of this round, the pressure becomes too much, and hot steam erupts in a 15-foot-radius sphere centred on the chosen point. Each creature within the area must make a DC 12 Constitution saving throw, taking 3 ( 1d6 ) fire damage on a failed save, or half as much damage on a successful one.