{"name":"Noctuvair","cr":"6","types":"Monstrosity","size":"Medium","languages":"All","alignment":"Neutral Evil","description":"The Noctuvair is a humanoid like owl creature with blue tipped black feather coverd arms and head. Mischeveous by nature the Noctuvair will seek out cursed or haunted items and disguise themselves as a mechant and sell the cused items to the commonfolk. and stalk them to see the curse take root in the poor persons mind and body. to hide their true form they can take on many different personalities to make it seem like one Noctuvair is a family of halflings","suggestedenvironment":"A Noctuvair can be found basically anywhere with their ability to disguise themselves so they can blend in, in any society.","ac":"15","hitpoints":"117 (16d8+32) [roll:16d8+32]","strength":"8","dexterity":"14","constitution":"14","intelligence":"15","wisdom":"18","charisma":"12","movement":"30","fly":"0","hover":"0","burrow":"0","swim":"0","climb":"0","senses":"Darkvision 120ft Passive, Perception 14","skills":"Deception +2, Intimidation +2, Perception +5","savingthrows":"","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"Charmed","spellcasting":"The Noctuvair's innate spellcasting ability is Wisdom (spell save DC 15, +6 to hit with spell attacks). The Noctuvair can innately cast the following spells, requiring no material components: ","atwill":"Vicious Mockery, Disguise Self","onceperday":"Mislead","twiceperday":"Bestow curse, Fireball","thriceperday":"Sleep, Crown of madness, Invisibility, Detect thaughts","specialabilities":"[b]Keen Senses.[\/b]\r\nAdvantage on any Perseption checks and cant be suprised and flanking the Noctuvair doesnt give advantage on Attacks against it\r\n\r\n[b]Cursed Gaze[\/b]\r\nChoose a creature withing range, you project a phantasmal image of a creature\u2019s worst fears. The creature must succeed on a Wisdom saving throw (dc 13) or drop whatever it is holding and become frightened for the duration\r\nWhile frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn\u2019t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the curse ends for that creature.\r\n","actions":"[b]Claw[\/b] Melee Weapon Attack: +6, Reach 5ft, One Target\r\nHit: 7 (2d6) Slashing Damage [roll: 2d6]\r\n[i]If the target is cursed, the creature rolls a 1d6 on the start on its next turn 1-2 the creature does nothing 3-4 the creature moves for its full movement in a random direction 5-6 the creature can act as normal.[\/i]\r\n\r\n[b]Multiattack.[\/b]\r\nThe Noctuvair makes two claw attacks","reactions":"","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"56607"}