Gen Legend



Clark Bloun

The Ultraviolet Phantom

Aberration: Living Spell

Traveler

True Neutral
Medium size
They
⚜️

Lvl: 11

💚

HP: 77

🛡️

AC: 14

🔆

Proficiency Bonus:
+4

🦾

STR: 10 +0

🥢

DEX: 10 +0

🫀

CON: 17 +3

🧩

INT: 9 -1

🦉

WIS: 10 +0

🎭

CHA: 11 +0

⭐️
Skills:

Athletics: +0
Acrobatics: +3
Sleight of Hand: +4
Stealth: +1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
Animal Handling: +4
Insight: +0
Medicine: +3
Perception: +0
Survival: +0
Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +0

Passive Perception:

10
🎲
Saving Throws:

STR: +0
DEX: +0
CON: +3
INT: +0
WIS: +3
CHA: +0

📜

Languages:

Halfling
Celestial
Deep Speech
Common
Dwarvish

🦿

Movement

Walk: 60ft.
Hoover: 10ft.

Standing Leap: The Ultraviolet Phantom's long jump is up to half his speed in feet and its high jump is up to third his speed, with or without a running start.

⚔️

Combat Actions

To hit: +4

Tentacle: 3d8 Bludgeoning.
Tentacle: 3d4 Bludgeoning.

Special Attack:

4 charges per day. Recharges on a long rest.
Force Tentacle: 4d6 Force.

🔮

SPELLCASTING: WIS

Spell Save DC: 12

To hit: +4

Cantrips:
Light:
Evocation(Action)⟨1 hour⟩-Touch


You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like.


Covering the object with something opaque blocks the light. The spell ends if you cast it again.

Guidance:
Divination(Action)⟨Concentration⟨Concentration, up to 1 minute⟩-Touch

You grant a creature a +1d4 bonus to one ability check it makes before the spell ends.


Natural Spells:
1 use per day each:
Distort Value:
Illusion(1 Minute)⟨Concentration⟨8 hours⟩-Touch


Do you need to squeeze a few more gold pieces out of a merchant as you try to sell that weird octopus statue you liberated from the chaos temple? Do you need to downplay the worth of some magical assets when the tax collector stops by? Distort value has you covered.


You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusory flourishes or polish to it, or reducing its perceived value by half with the help of illusory scratches, dents, and other unsightly features. Anyone examining the object can ascertain its true value with a successful Intelligence (Investigation) check against your spell save DC.


At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum size of the object increases by 1 foot for each slot level above 1st.

Detect Poison and Disease:
Divination(Action or Ritual)⟨Concentration⟨Up to 10 minutes⟩-Self


For the duration, you sense the location of poisons, poisonous or venomous creatures, and magical contagions within 30 feet of yourself. You sense the kind of poison, creature, or contagion in each case.


The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Shield

👁️

Senses


Echolocation: The Ultraviolet Phantom can perceive its surroundings within 60 feet as if it had blindsight, but only if it isn't deafened.

Cogniscent: At the start of its turn, The Ultraviolet Phantom automatically knows its target's location. If the target was hidden, it is no longer hidden from The Ultraviolet Phantom.


🛟

Resistances

Immunities:

poison

Resistances:

acid
bludgeoning
force
lightning
radiant


Vulnerabilities:

cold
piercing


Condition Immunities:

Restrained
Stunned


Protections:

Magic Resistance: The Ultraviolet Phantom has advantage on saving throws against spells and other magical effects.

🥊

Martial Habilities


Pounce: If The Ultraviolet Phantom moves at least 10 feet straight toward a creature and then hits the target with an attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, The Ultraviolet Phantom can make one attack against the target as a bonus action.

Frightful Presence: Each creature of The Ultraviolet Phantom's choice that is within 120 feet of The Ultraviolet Phantom and aware of it must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. A creature 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 or the effect ends for it, the creature is immune to The Ultraviolet Phantom's Frightful Presence for the next 24 hours.

👑

Legendary

Legendary Actions

The Ultraviolet Phantom gains 1 legendary action charge at the end of their turn. Charges can be spent when using a Legendary Action, choosing from the options below.
Only one legendary action can be used at a time, and only at the end of another creature's turn.
Rend and Tear: The Ultraviolet Phantom makes a special or normal attack against a single target.

🏰

Lair

Unless otherwise noted, any lair action that demands a saving throw uses the spellsave DC 12.
On initiative count 20 (losing initiative ties), the creature can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
Psionic Pulse: The Ultraviolet Phantom emits a pulse of psychic energy. Each creature of its choice within 120 feet must succeed on a DC 12 Intelligence saving throw or take 12 (4D6) psychic damage and have disadvantage on attack rolls until the end of their next turn.
Ink Splash: The Ultraviolet Phantom splashes magical ink that spreads across the floor in a 20-foot radius centered on a point within the lair. The area becomes difficult terrain, and any creature that starts its turn in the area or enters it for the first time on a turn must succeed on a DC12 Dexterity saving throw or be restrained by the sticky ink until the end of its next turn.
Earthquake: The Ultraviolet Phantom causes an earthquake in its lair. All other creature on the ground must succeed on a DC 12 Dexterity saving throw or be knocked prone.
Mental Manipulation: The Ultraviolet Phantom attempts to dominate one creature it can see within its lair. The target must succeed on a DC 10 Wisdom saving throw or be charmed by the The Ultraviolet Phantom until initiative count 20 on the next round.

🌋

Region

The Ultraviolet Phantom has an effect on its domains that may include any of the following magical effects:
Gathering of Paths: Campsites and bustling outposts spring up wherever The Ultraviolet Phantom's sets camp, drawing wanderers from every corner. Here, the air is alive with shared stories, and the mingling of cultures creates a tapestry of adventure that inspires all who pass through.
If The Ultraviolet Phantom dies, these effects dissipate during the next 9 days.

🏵️

Traits


I never pass up a friendly wager.
Once I start drinking, it's hard for me to stop.

🏛️

Ideal

Destiny. Nothing and no one can steer me away from my higher calling.

🪝

Plot Hook

I am in pilgrimage

📖

My Story