Moltres (Galar) (5e Creature)

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Moltres (Galar)[edit]

Medium monstrosity, chaotic evil


Armor Class 17 (natural armor)
Hit Points 218 (23d8 + 115)
Speed 20 ft., fly 80 ft.


STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 20 (+5) 17 (+3) 17 (+3) 22 (+6)

Skills Intimidation +11, Perception +8, Persuasion +11
Damage Immunities psychic
Condition Immunities charmed, frightened
Senses passive Perception 18
Languages auran, understands common but doesn't speak it.
Challenge 16 (15,000 XP)


Frenzy. If Moltres is reduced to 109 hit points or less, its spell attack and damage rolls both increase by 5 for the next minute.

Flames of Malice. A creature that touches Moltres or hits it with a melee attack while within 5 feet of it takes 11 (2d10) psychic damage. A creature reduced to 0 hit points from this psychic damage has their soul nearly burned away, thus their charisma score is reduced to 1 and they gain 1 level of exhaustion. The greater restoration spell can be used to end this effect.

ACTIONS

Multiattack. Moltres uses nasty plot, then takes an action of it's choice.

Nasty Plot. Moltres makes a DC 20 intelligence check. On a success, any damage dealt its actions increases by 10 until the end of Moltres's turn.

Fiery Wrath. Ranged Spell Attack: +11 to hit, range 90 ft., all creatures within range. Hit: 37 (9d6 + 6) psychic damage. A creature hit by this attack must make a DC 19 charisma saving throw be be stunned until the end of its next turn. A creature reduced to 0 hit points from this psychic damage has their soul nearly burned away, thus their charisma score is reduced to 1 and they gain 1 level of exhaustion. The greater restoration spell can be used to end this effect.

Ancient Power (5/day). Articuno summons and throws chunks of ancient rock at a creature they can see within range. The target must make a DC 19 Dexterity saving throw, taking 7 (2d6) bludgeoning damage on a failure. In addition, if the target fails the save, Articuno gains a +1 bonus to its armor class, attack rolls, initiative bonus, saving throw DCs, and saving throws it makes for 1 minute.


LEGENDARY ACTIONS

The 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 regains spent legendary actions at the start of its turn.

Detect. Moltres makes a Wisdom (Perception) check.

Taunt. Moltres makes a contesting charisma(persuasion) check against a wisdom saving throw made by a creature who can see and hear Moltres. If Moltres wins, that creature cannot take any action other than the attack action, or an action to cast a damaging spell for the next minute, or until Moltres becomes incapacitated.

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Moltres, the Malevolent Pokémon
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