Weleshyr
Demoniac predators of the forested north, it is said that those who hear the Weleshyr’s call are destined for a tragic death. The Weleshyr appears as a gaunt, gangly humanoid form with wicked claws, matted fur and feathers, and the head of a savage, carnivorous elk. None are quite sure where Weleshyrs come from, but some believe that they are the souls of wicked humanoids, wrapped in mortal flesh that accurately reflects their inner spirit. Possessing the ability to turn ethereal, supernaturally track their quarry, and even possess the living, Weleshyrs are relentless hunters.
Weleshyr | |||||
|---|---|---|---|---|---|
| Monster Level: 17 | |||||
| Large. Undead Monstrosity | |||||
| STR | DEX | END | AWR | INT | CHA |
| 6 | 3 | 5 | 3 | -1 | 6 |
| Ref: 13 | Fort: 15 | Ant: 13 | Log: 9 | Will: 16 | |
| Armor Rating 15 | Immune Nonmagical Weapons | ||||
| Hit Points 135 | Vulnerable Radiant 3 | ||||
| Speed 40 ft | Senses Darkvision 60 ft | ||||
| Features | |||||
| Ethereal. The Weleshyr can become Ethereal at will. This feature ends and cannot be used again for 1 minute if the Weleshyr uses any of its actions besides Move and Possess.
Possession. When the body possessed by a Weleshyr takes damage, the Weleshyr takes half of the damage. Feast on Fear. When the Weleshyr starts its turn, it gains 5 (1d10) Shield HP for each creature that is Frightened of it within 300 ft of it. Stench of Death. Creatures that start their turn within 10 ft of the Weleshyr must make a DC 15 END check. If they fail, they become Sickened for 1 minute. After a creature has been sickened in this way, it is immune to the Weleshyr’s Stench of Death for 24 hours. | |||||
| Actions | |||||
The Weleshyr can take FOUR of the following actions, or take the same action four times. | |||||
| Move. The Weleshyr can move up to its speed.
Claws. Reach 10 ft Natural Weapon. +6 vs AR. Hit: 9 (1d6+6) cold and 3 (1d6) necrotic. Warp. The Weleshyr teleports up to 20 ft. | |||||
OR the Weleshyr can take TWO of the following actions, or take the same action twice... | |||||
| Move. The Weleshyr can move up to its speed.
Claws. Reach 10 ft Natural Weapon. +6 vs AR. Hit: 9 (1d6+6) cold and 3 (1d6) necrotic. Warp. The Weleshyr teleports up to 20 ft. | |||||
...AND take ONE of the following actions. | |||||
| Call of Death (1/Rest). Ranged 300 ft Natural Weapon. +6 vs LOG. Hit: The target is marked for death. The Weleshyr becomes Focused against that target for the next 24 hours and its crit range against that target becomes 18-20. The target is Phobic of the Weleshyr for the duration. Miss: The Weleshyr does not expend its use of this ability.
Terrify. Ranged 60 ft Natural Weapon. +6 vs LOG. Hit: The creature is Broken until the end of its next turn. Possess (Recharge 6). The Weleshyr must be Ethereal to make this attack. Reach 10 ft Natural Weapon. +6 vs WILL. Hit: The target becomes Enthralled and the Weleshyr occupies its space. Creatures possessed by the Weleshyr for more than 72 hours are consumed. The possession ends when the Weleshyr or its host are reduced to 0 HP, or when the Weleshyr is cast out via Exorcism or a similar ability. | |||||