
Behind that cave entrance there seems to be a squid like creature holding a crossbow but theres something else theres poison in the air that creatures crossbow bolts are glowing red
And theirs some kind of purple smoke around it.
This again!
Hexath is up to her old tricks with the surprise training sessions!
You walk back to the bar to finish up your drink.
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Some emulus are so deadly they can even have magical abilities and great cunning but don’t worry you will never need to fight off more than one at a time
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Emulus Reaver (Mind Flayer/Cthithlid)
Medium phantasm, As Forger
Armor Class 15 (breastplate)
Hit Points 35 (7d8 + 7)
An Emulus Reaver or E Reaver only has half as many hit points as the original.
Speed 30 ft.
STR
11 (+0)
DEX
12 (+1)
CON
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon, telepathy 120 ft.
Challenge 4 (1000 XP) E Reavers only offer up juicy experience points once a month.
Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting: (Psionics). The mind flayer’s innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
Gentle Education: An E Reaver is much .ore deadly than a typical emulus they have full magics but these magics can only be used once, and only one Reaver can be present in any given moment.
Short lived: the E Reaveronly lives for about 2d4 rounds before returning to its form as a stolen wish.
Gentle Power: The E Reaver now only can perform only magical abilities once a day each unless they aren’t combat relevant or directly harmful as atack powers.
Soft blows: The emulus now only does psychic damage to an opponent and if they drop to zero or below hitpoints because of that then they do not die but rather go to sleep for 1d4 rounds and when they wake up they regain 1d10 hp x their number of class levels
Gold Star Reward: Anybody who defeats a E Reaver that is being guided in a teaching game by their forger can elect to receive on of the following benefits.
- Knowledge of all Immunities Resistances and Vulnerabilities the creature had in its form
- One prestige bonus that will help you out in a real fight with the actual thing.
- One uncommon magic item of your choice (but once you you have one magic item from this selection you cant get another one unless you give the old one back)
- One new spell that automatically becomes a part of list of spells known ( you can learn knowledge of up to three different spells maximum.)
At will:, levitate
1/day each: dominate monster, plane shift (self only)
Actions
Tentacles. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Mind Blast (once per day). The E Reaver magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned 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.
