Dralnu
2014-09-20, 12:04 PM
"Your panicked mind is a sweet nectar and I am very thirsty. I'm going to savor every. Last. Drop."
http://i.imgur.com/AnEC0M4.jpg
Artist: Brom (http://www.bromart.com/)
Greel the Mind Raker
Medium monstrosity (shapechanger), chaotic evil
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Armor Class 13 (18 with Umbral of Hadar)
Hit Points 188 (29d8 + 58)
Speed 30 ft.
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STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS 12 (+1) CHA 20 (+5)
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Saving Throws Wis +5, Cha +9
Skills Deception +13, Insight +5, Arcana +4, Intimidation +9
Damage Resistances psychic
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 11
Languages Common, Telepathy 120 ft.
Challenge 9
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Special Equipment. Greel has the Umbral of Hadar, Eye of the Disbeliever, and scrolls of Dimension Door and Dispel Magic.
Shapechanger. Greel can use his action to polymorph into a Small or Medium humanoid he has seen, or back into his natural form. His statistics, other than his size, are the same in each form. His equipment is not transformed (though Greel can mask them with his Mask of Many Faces invocation). If slain, Greel reverts to his natural form.
Legendary Resistance (3/Day). If Greel fails a saving throw, he can choose to succeed instead.
Embrace of The Void. While wearing no armor and wearing the Umbral of Hadar, Greel add his Charisma bonus to his AC (included).
Spellcasting. Greel is a 11th-level spellcaster who uses charisma as his spellcasting ability (spell save DC 17, +9 to hit with spell attacks.) Greel has the following spells prepared from the warlock spell list:
Invocations (at will): agonizing blast, beguiling influence, devil's sight, eyes of the rune keeper, mask of many faces, repelling blast
Cantrips (at will): chill touch, eldritch blast, mage hand, prestidigitation
5th level (3 slots): clairvoyance, dimension door, dominate beast, dominate person, dream, evard's black tentacles, hunger of hadar, fly, gaseous form, phantasmal force, scrying, suggestion, telekenesis, tongues, vampiric touch
6th level (1 slot): true seeing
Rituals: divination
ACTIONS
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Read Thoughts. Greel magically reads the surface thoughts of one creature within 60 feet of him. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, Greel can continue reading its thoughts as long as Greel's concentration isn't broken. While reading the target's mind, Greel has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Frightful Presence. Each creature of Greel's choice that is within 120 feet of him and are aware of him must succeed on a DC 20 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 Greel's Frightful Presence for the next 24 hours.
Multiattack. Greel makes three eldritch blast attacks.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 10 (1d10+5) force damage. Greel can push the creature up to 10 feet away in a straight line.
REACTIONS
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Entropic Ward (recharges when Greel finishes a short or long rest). When a creature makes an attack roll against Greel, he can impose disadvantage on that roll. If the attack misses Greel, his next attack roll against the creature has advantage if Greel makes it before the end of its next turn.
LEGENDARY ACTIONS
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Greel can take 2 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. Greel regains spent legendary actions at the start of his turn.
Move. Greel moves up to his speed without provoking opportunity attacks.
Arms of Hadar (Costs 2 Actions). Greel casts Arms of Hadar as a 5th level spell. This ability does not expend any spell slots.
Darkness (Costs 2 Actions). Greel casts Darkness as a 5th level spell, except he doesn't need to concentrate to maintain the spell. This ability does not expend any spell slots.
Greel is a master spy and manipulator. The doppelganger racial heritage allows him to take the shape of anyone he has seen, while his warlock pact with the Great Old One allows him speak or read any language with Eyes of the Rune Keeper and Tongues, allowing him to impersonate any humanoid with ease. Greel's natural talents for deceit are further augmented by his ability to magically read minds, implant suggestions, charm, or even outright dominate humanoids. These abilities combined allows Greel to convince nearly anyone to do his bidding, all while hiding in plain sight. With Clairvoyance and Scrying, Greel can personally keep tabs on both places and people even if he isn't nearby.
Greel's true delight in life is to create fear in the mind of his victims. He feeds on the horror felt by intelligent creatures. On most nights, Greel will enter a creature's sleeping mind with Dream, relishing in the nightmares he coaxes into being. The perfect, most delicious meal is prepared by causing so much terror in an intelligent creature that its mind snaps. At that moment, Greel kills the creature, draining away its thoughts and emotions at that final juicy moment.
The sinister doppelganger is not one for a direct confrontation. He much prefers reaching his goals through trickery and deceit. With his set of skills, Greel can easily sway humanoids to be his loyal minions, and perhaps even tricks the PCs to work for him.
If pressed into battle, Greel will often start combat with his Frightful Presence. Afterward, he tries to stay hidden in Darkness. He will try to make an ally with Dominate Person, preferably a tanky character that can protect him, or he will use Evard's Black Tentacles to tie up multiple opponents. If focusing on a single target, he will attack it with Telekenesis or Vampiric Touch, or Eldritch Blast if he's already concentrating on a spell. Greel has no issues retreating to live another day, and if needed he will either Dimension Door or Gaseous Form to get to safety.
http://i.imgur.com/AnEC0M4.jpg
Artist: Brom (http://www.bromart.com/)
Greel the Mind Raker
Medium monstrosity (shapechanger), chaotic evil
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Armor Class 13 (18 with Umbral of Hadar)
Hit Points 188 (29d8 + 58)
Speed 30 ft.
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STR 11 (+0) DEX 16 (+3) CON 14 (+2) INT 11 (+0) WIS 12 (+1) CHA 20 (+5)
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Saving Throws Wis +5, Cha +9
Skills Deception +13, Insight +5, Arcana +4, Intimidation +9
Damage Resistances psychic
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 11
Languages Common, Telepathy 120 ft.
Challenge 9
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Special Equipment. Greel has the Umbral of Hadar, Eye of the Disbeliever, and scrolls of Dimension Door and Dispel Magic.
Shapechanger. Greel can use his action to polymorph into a Small or Medium humanoid he has seen, or back into his natural form. His statistics, other than his size, are the same in each form. His equipment is not transformed (though Greel can mask them with his Mask of Many Faces invocation). If slain, Greel reverts to his natural form.
Legendary Resistance (3/Day). If Greel fails a saving throw, he can choose to succeed instead.
Embrace of The Void. While wearing no armor and wearing the Umbral of Hadar, Greel add his Charisma bonus to his AC (included).
Spellcasting. Greel is a 11th-level spellcaster who uses charisma as his spellcasting ability (spell save DC 17, +9 to hit with spell attacks.) Greel has the following spells prepared from the warlock spell list:
Invocations (at will): agonizing blast, beguiling influence, devil's sight, eyes of the rune keeper, mask of many faces, repelling blast
Cantrips (at will): chill touch, eldritch blast, mage hand, prestidigitation
5th level (3 slots): clairvoyance, dimension door, dominate beast, dominate person, dream, evard's black tentacles, hunger of hadar, fly, gaseous form, phantasmal force, scrying, suggestion, telekenesis, tongues, vampiric touch
6th level (1 slot): true seeing
Rituals: divination
ACTIONS
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Read Thoughts. Greel magically reads the surface thoughts of one creature within 60 feet of him. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, Greel can continue reading its thoughts as long as Greel's concentration isn't broken. While reading the target's mind, Greel has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Frightful Presence. Each creature of Greel's choice that is within 120 feet of him and are aware of him must succeed on a DC 20 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 Greel's Frightful Presence for the next 24 hours.
Multiattack. Greel makes three eldritch blast attacks.
Eldritch Blast. Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 10 (1d10+5) force damage. Greel can push the creature up to 10 feet away in a straight line.
REACTIONS
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Entropic Ward (recharges when Greel finishes a short or long rest). When a creature makes an attack roll against Greel, he can impose disadvantage on that roll. If the attack misses Greel, his next attack roll against the creature has advantage if Greel makes it before the end of its next turn.
LEGENDARY ACTIONS
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Greel can take 2 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. Greel regains spent legendary actions at the start of his turn.
Move. Greel moves up to his speed without provoking opportunity attacks.
Arms of Hadar (Costs 2 Actions). Greel casts Arms of Hadar as a 5th level spell. This ability does not expend any spell slots.
Darkness (Costs 2 Actions). Greel casts Darkness as a 5th level spell, except he doesn't need to concentrate to maintain the spell. This ability does not expend any spell slots.
Greel is a master spy and manipulator. The doppelganger racial heritage allows him to take the shape of anyone he has seen, while his warlock pact with the Great Old One allows him speak or read any language with Eyes of the Rune Keeper and Tongues, allowing him to impersonate any humanoid with ease. Greel's natural talents for deceit are further augmented by his ability to magically read minds, implant suggestions, charm, or even outright dominate humanoids. These abilities combined allows Greel to convince nearly anyone to do his bidding, all while hiding in plain sight. With Clairvoyance and Scrying, Greel can personally keep tabs on both places and people even if he isn't nearby.
Greel's true delight in life is to create fear in the mind of his victims. He feeds on the horror felt by intelligent creatures. On most nights, Greel will enter a creature's sleeping mind with Dream, relishing in the nightmares he coaxes into being. The perfect, most delicious meal is prepared by causing so much terror in an intelligent creature that its mind snaps. At that moment, Greel kills the creature, draining away its thoughts and emotions at that final juicy moment.
The sinister doppelganger is not one for a direct confrontation. He much prefers reaching his goals through trickery and deceit. With his set of skills, Greel can easily sway humanoids to be his loyal minions, and perhaps even tricks the PCs to work for him.
If pressed into battle, Greel will often start combat with his Frightful Presence. Afterward, he tries to stay hidden in Darkness. He will try to make an ally with Dominate Person, preferably a tanky character that can protect him, or he will use Evard's Black Tentacles to tie up multiple opponents. If focusing on a single target, he will attack it with Telekenesis or Vampiric Touch, or Eldritch Blast if he's already concentrating on a spell. Greel has no issues retreating to live another day, and if needed he will either Dimension Door or Gaseous Form to get to safety.