Actions/Abilities/Traits: (D&D 5e)
Action
Bite
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 21 (3d8+8) piercing damage.
Action
Claw
Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (3d6+8) slashing damage.
Action
Fire Breath (Recharge 6)
The mogrl breaths fire in a 30 ft. cone. All creatures within this area must make a Dexterity save (DC 20), taking 55 (10d10) fire damage and suffering the blinded condition until the end of their next turn on a failed save, or half damage and no blindness on a successful one.
Action
Greatsword
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 29 (6d6+8) slashing damage.
Action
Multiattack
The mogrl can strike twice with its claws or sword, once with its bite, and once with its tail.
Action
Rock
Ranged Weapon Attack: +15 to hit, range 60/240 ft., one target. Hit: 30 (4d10+8) bludgeoning damage.
Action
Sonic Breath (Recharge 6)
The mogrl hurls a line of concentrated, magical sound in a line up to 60 feet long, striking one target. The target must make a Constitution save (DC 20), taking 45 (10d8) thunder damage on a failed save, or half as much on a successful one. In addition, if the target fails the spell, they are affected as if they were hit by a dispel magic spell. The dispel is so powerful, it can even temporarily affect magic items. Treat common and uncommon items as 4th level spells, rare and very rare items as 7th level spells, and legendary items as 9th level spells. The mogrl uses intelligence on its checks to dispel all spells and items on the character. A permanent item that is dispelled is not permanently destroyed and regains its power after one hour.
Action
Tail
Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 18 (3d6+8) bludgeoning damage.
Legendary Action
Fire Bolt
The mogrl hurls a bolt of flame at one target within 60 ft. The target must make a Dexterity save (DC 20) or take 11 (2d10) fire damage.
Legendary Action
Tail Attack
The mogrl makes a tail attack.
Legendary Action
Wing Attack (Costs 2 Actions)
The mogrl beats its wings. Each creature within 10 feet of the mogrl must succeed on a Dexterity save (DC 20) or take 15 (2d6+8) bludgeoning damage and be knocked prone.
Special
1/day each
scrying, stinking cloud, symbol
Special
1st level (4 slots)
charm person, identify, magic missile, thunderwave
Special
2/day each
dimension door, fire shield
Special
2nd level (3 slots)
flaming sphere, hold person, suggestion
Special
3rd level (3 slots)
dispel magic, fireball, tongues
Special
4th level (3 slots)
blight, locate creature, polymorph
Special
5th level (3 slots)
cloudkill, dominate person, wall of force
Special
Cantrips (at will)
fire bolt, minor illusion, poison spray, shocking grasp
Special
circle of death
6th level (1 slot)
Special
darkness
5/day each
Special
fireball
3/day each
Special
Frightful Presence
Any creature hostile to the mogrl in a 50 ft. radius must make a Charisma save (DC 20) or immediately become frightened. The target can repeat the save at the end of their turn, removing the condition on a success. Anyone who makes a save against this power is immune to the frightful presence for 24 hours.
Special
Innate Spellcasting
The mogrl's spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl can innately cast the following spells, requiring no material components.
Special
Magic Resistance
The mogrl has advantage on saving throws against spells and other magical effects.
Special
Magical Attacks
All of a mogrl's melee attacks are considered magical.
Special
meteor swarm
9th level (1 slot)
Special
plane shift
7th level (1 slot)
Special
Spellcasting
The greater mogrl is an 18th level spellcaster. Its spellcasting ability is intelligence (spell save DC 21, +13 to hit with spell attacks). The mogrl has the following Wizard Spells prepared:
Special
trap the soul
8th level (1 slot)