Calleoch

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Many parents tell their children monster stories at nighttime to make sure that they don’t wander off and hurt themselves in the dark. Some parents don’t truly believe their own stories, but others have seen the Calleoch. A massive, nightmarish creature that resembles an owl with evil intent, the Calleoch possesses the terrifying ability to polymorph into the guise of a true owl or even a humanoid. Calleochs are widely believed to crave the taste of infant flesh, and both child and parent may wake up in a cold sweat in the dead of night, worried that they heard this fell creature’s shriek.

Calleoch

Monster Level: 14
Large. Monstrosity (Occult)
STR DEX END AWR INT CHA
3 5 0 3 5 5
Ref: 15 Fort: 10 Ant: 13 Log: 15 Will: 15
Immune Psychic
Armor Rating 14 Vulnerable Radiant 1 DR 4/Silvered Weapons
Hit Points 95 Senses Darkvision 300 ft
Speed 30 ft, Fly 60 ft Traits Unerring Mind
Features
Night Hunter. The Calleoch’s darkvision works in magical darkness.

Light Sensitive. The Calleoch suffers a -5 to attacks and skill checks while in direct sunlight.

Illusory Form. The Calleoch is able to magically disguise itself as a medium sized humanoid or a small sized owl. While in this form, it gains +6 to disguise checks. Taking damage, attacking, or entering direct sunlight immediately dispels this illusion; once dispelled, the Calleoch cannot use this feature again for 10 minutes.

Primeval Terror. Using CHA, the Calleoch can cast the following primal or occult spells innately each 1/Recoup. They all count as occult spells. Babble, Creeping Fear, Darkness, and Terror.

Actions

The Calleoch can take FOUR of the following actions, or take the same action four times.

Move. The Calleoch can move up to its speed.

Talons. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp. If successful against a medium or smaller creature, the Calleoch may make a secondary attack: +5 vs REF. Hit: The target becomes grappled.

Pursue. The Calleoch assumes a stance that allows it to Exploit.

OR the Calleoch can take TWO of the following actions, or take the same action twice...

Move. The Calleoch can move up to its speed.

Talons. Reach 5 ft Natural Weapon. +5 vs AR. Hit: 8 (1d6+5) sharp. If successful against a medium or smaller creature, the Calleoch may make a secondary attack: +5 vs REF. Hit: The target becomes grappled.

...AND take ONE of the following actions.

Frightening Gaze. Ranged 90 ft Natural Weapon. +5 vs WILL. Hit: Target gains the Frightened condition for 10 minutes. Once a creature has been Frightened by the Calleoch and overcomes it, it becomes immune to the Calleoch’s Frightening Gaze for 24 hours.

Primeval Terror. The Calleoch can cast one of its spells.

OR the Calleoch can take TWO of the following actions, or take the same action twice.

Move. The Calleoch can move up to its speed.

Frightening Gaze. Ranged 90 ft Natural Weapon. +5 vs WILL. Hit: Target gains the Frightened condition for 10 minutes. Once a creature has been Frightened by the Calleoch and overcomes it, it becomes immune to the Calleoch’s Frightening Gaze for 24 hours.

Primeval Terror. The Calleoch can cast one of its spells.

Terrifying Recovery. The Calleoch can attempt to regain one of its spent innate spells. Declare which spell, then roll 1d6. On a roll of 5-6, the Calleoch regains the declared spell.

Reactions
Pursue (1/Round). If the Calleoch has used its Pursue ability since the beginning of its last turn, then it may Exploit.