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CLOUD RAY

Cloud Ray Elder


Gargantuan monstrosity, unaligned

Armour Class - 16 (natural armour)


Hit Points - 437 (25d20 + 175)
Speed - 20 ft., fly 60 ft. (hover)

STR - 26 +7
DEX - 18 +4
CON - 26 +7
INT - 4 -3
WIS - 27 +8
CHA - 8 -1

Damage Immunities - thunder, lightning


Condition Immunities - prone, stunned, paralyzed
Senses - Passive Perception 17
Languages - -
Challenge - 16 (15,000 XP)

Traits

Flat Body.
Creatures can enter and end their turns in the same space as the cloud
ray elder.

Undulating Winds.
Any creature that starts its turn within 15 ft. of a cloud ray elder takes 10
(3d6) thunder damage, and it pushed 15 ft. to another space still within
15 ft. of the cloud ray elder.

Gaping Maw.
Any creatures grappled by a cloud ray elder are dragged with it wherever
it moves, and do not cause any form of hinderance to movement.

Actions

Multiattack.
The cloud ray elder makes a sting, and thunder lash attack.

Sting.
Melee weapon attack: +12 to hit, reach 25 ft., one target.
Hit: 18 (2d10 + 7) thunder damage and the target must make a DC 17
Constitution save, or suffer 11 (2d10) lightning damage at the start of
each of its turns. The target may attempt this saving throw again at the
end of each turn. If the target fails their saving throw by 5 or more, they
are also paralyzed.

Thunder Lash.
Melee weapon attack: +12 to hit, reach 25 ft., one target.
Hit: 29 (4d10 + 7) thunder damage and all creatures within 25 ft. of the
target are pushed 15 ft. away from the primary target taking 25 (4d8 + 7)
thunder damage, or half as much on a successful DC 17 Constitution
save.

Scooping Bite.
The cloud ray elder swoops down, its mouth agape in an attempt to grab
as many creatures as possible. All creatures within a 25 ft. radius must
succeed on a DC 17 Dexterity save, or take 23 (3d10 + 7) bludgeoning
damage. All huge or smaller targets that fail their saving throw are
grappled. The cloud ray elder can have up to three creatures grappled in
its mouth at one time.

Gliding Menace (Recharge 5-6).


To use this action the cloud ray elder must fly at least 60 ft. during its
turn.
The cloud ray elder uses the thunder lash, scooping bite, and sting
actions. Each action is used during a different point in its movement. It
does not provoke attacks of opportunity this turn.

Bonus Actions

Crush.
As a bonus action the cloud ray elder crushes any creatures it might
have grappled in it’s massive jaws.
Melee weapon attack: +12 to hit, all targets grappled.
Hit: 29 (4d10 + 7) bludgeoning damage.

Dream Flight (1/Long Rest)


As a bonus action, the cloud ray elder teleports up to 75 ft., taking with it
any creatures it has grappled. Any creatures within 10 ft. then take 19
(2d10 + 8) psychic damage, or half as much on a DC 17 Wisdom save.
Any creature who fails this save is also stunned. They are allowed
another saving throw at the start of each turn to recover recover.

Cloud Ray Adult


Huge monstrosity, unaligned

Armour Class - 17 (natural armour)


Hit Points - 311 (23d12 + 149)
Speed - 20 ft., fly 60 ft. (hover)

STR - 22 +6
DEX - 20 +5
CON - 20 +5
INT - 3 -4
WIS - 23 +6
CHA - 8 -1

Damage Resistances - thunder, lightning


Condition Immunities - prone, stunned, paralyzed
Senses - Passive Perception 16
Languages - -
Challenge - 14 (11,500 XP)

Traits

Gaping Maw.
Any creatures grappled by a cloud ray adult are dragged with it wherever
it moves, and do not cause any form of hinderance to movement.

Actions

Gliding Strike
To use this action the cloud ray adult must fly at least 60 ft. during its
turn.
The cloud ray adult uses the bite and sting action at two separate points
during its movement. It does not provoke attacks of opportunity this turn.

Sting.
Melee weapon attack: +11 to hit, reach 20 ft., one target.
Hit: 18 (2d10 + 7) thunder damage and the target must make a DC 16
Constitution save, or suffer 11 (2d10) lightning damage at the start of
each of its turns. The target may attempt this saving throw again at the
end of each turn. If the target fails their saving throw by 5 or more, they
are also paralyzed.

Bite.
Melee weapon attack: +11 to hit, reach 5 ft., one target.
Hit: 28 (5d8 + 6) bludgeoning damage. Any large or smaller creature hit
with this attack is grappled. If the cloud ray elder is already grappling a
creature, it must drop that creature to use the bit action against another
target.

Wing Storm.
All creatures within 15 ft. of the cloud ray adult are pushed 15 ft. away
and take 28 (4d10 + 6) thunder damage, or half as much on a succesful
DC 16 Dexterity save. Any creatures who fail their saving throw are also
knocked prone.

Bonus Actions

Crush.
As a bonus action the cloud ray adult crushes a creature it has grappled
in its mouth.
Melee weapon attack: +11 to hit, one creature grappled.
Hit: 29 (5d8 + 7) bludgeoning damage.
Dream Flight (1/Long Rest)
As a bonus action, the cloud ray adult teleports up to 75 ft., taking with it
any creatures it has grappled. Any creatures within 10 ft. then take 15
(2d8 + 6) psychic damage, or half as much on a DC 16 Wisdom save.
Any creature who fails this save is also stunned. They are allowed
another saving throw at the start of each turn to recover recover.

Cloud Ray Pup


Large monstrosity, unaligned

Armour Class - 17 (natural armour)


Hit Points - 152 (16d10 + 64)
Speed - 15 ft., fly 50 ft. (hover)

STR - 20 +5
DEX - 24 +7
CON - 18 +4
INT - 2 -4
WIS - 20 +5
CHA - 10 +0

Damage Resistances - thunder, lightning


Condition Immunities - prone, stunned, paralyzed
Senses - Passive Perception 15
Languages - -
Challenge - 8 (3,900 XP)

Traits

Dream Resurgence (1/Long rest).


When a cloud ray pup is reduced to 0 hit points, it vanishes into a cloud
of ether. At the start of its next turn, it reappears somewhere within 50 ft.
of its last location with 1 hit point. Any abnormal conditions such a being
poisoned or exhaustion or removed from the pup.

Actions

Gliding Attack
To use this action the cloud ray pup must fly at least 50 ft. during its turn.
The cloud ray pup uses the sting action any point during its movement
and does not provoke attacks of opportunity this turn.

Sting.
Melee weapon attack: +10 to hit, reach 15 ft., one target.
Hit: 15 (2d8 + 7) thunder damage and the target must make a DC 14
Constitution save, or suffer 9 (2d8) lightning damage at the start of each
of its turns. The target may attempt this saving throw again at the end of
each turn. If the target fails their saving throw by 5 or more, they are also
paralyzed.

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