Page 110 - Monster Manual Expanded III Dragonix
P. 110
Diwata Slam. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Hit: 6 (1d6 + 3) bludgeoning damage plus 7 (2d6) radiant damage,
Medium fey (engkanto), neutral good and the target must succeed on a DC 19 Wisdom saving throw or be
charmed by the diwata until the end of the diwata's next turn.
Armor Class 18 (natural armor)
Pacifying Presence. Each creature of the diwata’s choice that
Hit Points 221 (26d8 + 104)
the diwata can see within 120 feet of it must succeed on a DC 19
Speed 50 ft., climb 50 ft.
Wisdom saving throw, or else the target drops any weapons it is
holding, ends its concentration on any spells or other effects, and
STR DEX CON INT WIS CHA
becomes charmed by the diwata for 1 minute. The charmed creature
16 (+3) 20 (+5) 18 (+4) 17 (+3) 19 (+4) 20 (+5)
can repeat the saving throw at the end of each of its turns, ending the
effect on itself on a success. If a creature’s saving throw is successful
Saving Throws Con +10, Dex +11, Wis +10, Cha +11 or the effect ends for it, the creature is immune to the diwata’s
Skills Arcana +9, Insight +10, Perception +10, Stealth +17 Pacifying Presence for the next 24 hours.
Damage Resistances cold, lightning, radiant, thunder; bludgeoning,
Innate Spellcasting. The diwata’s innate spellcasting ability is
piercing, and slashing from nonmagical attacks
Charisma (spell save DC 19, +11 to hit with spell attacks). It can
Senses darkvision 60 ft., passive Perception 20
innately cast the following spells, requiring no material components:
Languages Celestial, Common, Elvish, Sylvan
Challenge 17 (18,000 XP) Proficiency Bonus +6 At will: aid (20 hp), bestow curse, dancing lights, druidcraft,
entangle, healing word (4d4 + 5), word of radiance (4d6)
3/day each: aura of life, awaken, banish, confusion, control water,
Legendary Resistance (3/Day). If the diwata fails a saving throw, it dawn, dispel evil and good, greater restoration, plant growth,
can choose to succeed instead. polymorph, wrath of nature
Magic Resistance. The diwata has advantage on saving throws 1/day each: control weather, dominate person, druid's grove, geas,
against spells and other magical effects. heal, heroes' feast, holy aura, reincarnate
Plant Camouflage. The diwata has advantage on Dexterity (Stealth) Change Shape. The diwata magically polymorphs into a Medium-
checks it makes in any terrain with ample obscuring plant life. sized humanoid. It can revert to its true form as a bonus action.
Its statistics, other than its size, are the same in each form. Any
Regeneration. The diwata regains 10 hit points at the start of
equipment it is wearing or carrying isn’t transformed. It reverts to its
its turn if it is within 120 feet of its grove. If the diwata takes fire true form if it dies.
or necrotic damage, this trait doesn’t function at the start of the
diwata’s next turn. The diwata’s body is destroyed only if it starts its Legendary Actions
turn with 0 hit points and doesn’t regenerate.
The diwata gains 3 legendary actions, choosing from the options
Speak with Beasts and Plants. The diwata can communicate with below. Only one legendary action option can be used at a time and
beasts and plants as if they and the diwata shared a language. only at the end of another creature's turn. The diwata regains spent
legendary actions at the start of its turn.
Tree Stride. Once on its turn, the diwata can use 10 feet of its
movement to step magically into one living tree within its reach and Move. The diwata moves up to half its speed without provoking
emerge from a second living tree within 120 feet of the first tree, opportunity attacks.
appearing in an unoccupied space within 5 feet of the second tree. Slam. The diwata makes a Slam attack.
Both trees must be Large or bigger. Cast Spell (Costs 2 Actions). The diwata innately casts a spell.
Actions Expel (Costs 3 Actions). One creature the diwata can see within
30 feet of it must succeed on a DC 19 Wisdom saving throw
Multiattack. The diwata can use its Pacifying Presence. It then or be teleported to an unoccupied space within 240 feet of the
makes two Slam attacks. diwata. That space must be on the ground or on a floor.
Regional Effects reincarnate it as a maligno, an insidious and malevolent engkanto.
The region containing a diwata’s lair is warped by the diwata’s The maligno appears as a shadowy humanoid figure with bestial
magic, which creates one or more of the following effects: eyes that glow red in the dark. It wears the bark of a gnarly and
• Once per day, the diwata can alter the weather or end an earth- twisted dead tree like a skin, and its limbs end in long, razor-sharp
quake in a 6-mile radius centered on its lair. The diwata doesn’t claws. Sometimes it will don the bones and skulls of its victims
need to be outdoors; otherwise the effect is identical to the like dreadful head and shoulder ornaments.
control weather spell. Wicked, Twisted, and Cruel. The maligno seethes in the
• Plants and trees within 6 miles of the diwata’s lair are bursting darkness, waiting to unleash its wrath on any mortal that might
with greenery, flowers, and fruits as if in summer. The smell intrude on its realm and waylay anyone else that might stray too
of lilies, hyacinths, and lilacs fill the air and colorful butterflies close to its territory. To protect its realm, the maligno corrupts
flitter about the area. those around its grove, transforming all flora and fauna living
• Tiny beasts, such as rodents and birds, that are normally unable within it into dreadful, twisted, and evil reflections of themselves.
to speak gain the magical ability to speak and understand If a humanoid settlement is established near its lands, the maligno
Common, Elven, and Fey while within 1 mile of the diwata’s lair. will send its minions to destroy it. Some folk who rely on the
These creatures speak well of the diwata, but can’t divulge its bounties of the forest try to appease the maligno by sending its
whereabouts. young to it to be sacrificed.
Creature of Nightmare. In combat, the maligno is a terrifying
If the diwata dies, the effects fade over the course of 1d10 days. and deadly opponent. Its mere supernatural presence can paralyze
Maligno (Muh-lig-noh) creatures with fear, while its dreadful claws can wither its victims
to death. If faced with multiple foes, the maligno has an array of
If a depraved and misanthropic humanoid who has done countless powerful spells it can use to confuse, dominate, maim, and snuff
atrocities against its own kind dies in an accursed forest, a the life of its targets.
deity like Auril, Malar, or the Queen of Air and Darkness may
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Bestiary

