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
Halfling
Celestial
Deep Speech
Common
Dwarvish
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.
Tentacle: 3d8 Bludgeoning.
Tentacle: 3d4 Bludgeoning.
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.
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.
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.
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.
I never pass up a friendly wager.
Once I start drinking, it's hard for me to stop.
Destiny. Nothing and no one can steer me away from my higher calling.
I am in pilgrimage