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___ > ## Arvalic >*Large aberration, chaotic neutral* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 126 (12d10 + 60) > - **Speed** 50 ft., climb 30 ft. > ___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |19 (+4)|16 (+3)|20 (+5)|7 (-2)|15 (+2)|16 (+3)| > ___ > - **Saving Throws** Dex +6, Con +8, Wis +5 > - **Skills** Perception +5, Stealth +6 > - **Damage Resistances** psychic; bludgeoning, piercing, and slashing from nonmagical attacks > - **Condition Immunities** frightened > - **Senses** truesight 120 ft., passive Perception 15 > - **Languages** understands Deep Speech but can't speak > - **Challenge** 8 (3,900 XP) > - **Proficiency Bonus** +3 > ___ > ### Traits > **Beheld by Truth.** The arvalic is invisible and inaudible to creatures that don't have truesight. A creature without truesight can't perceive the arvalic by sight or hearing, and the arvalic doesn't perceive such creatures unless they damage it. > > If a creature without truesight damages the arvalic, the arvalic becomes aware of that creature until the end of the arvalic's next turn, but the arvalic still can't target it with attacks or harmful effects. ____ > **Arvalic Curse.** When a creature with truesight starts its turn within 120 feet of the arvalic and can see it, the creature must succeed on a DC 14 Wisdom saving throw or be cursed. A creature that succeeds on this saving throw is immune to this curse for 24 hours. > > For the first 24 hours, the curse can be ended by *remove curse*, *greater restoration*, or similar magic. If the curse is not removed before those 24 hours pass, it becomes entrenched. An entrenched arvalic curse can't be ended by *remove curse*, *greater restoration*, or similar magic lesser than the *Wish* spell unless that magic is cast as part of the Rite of the Severed Reflection. > > While cursed, the creature sees ordinary Beasts as the arvalic. The cursed creature is frightened while it can see a Beast within 160 feet of it. In addition, the creature has disadvantage on Wisdom (Animal Handling) checks and on attack rolls against Beasts. > > **Rite of True Reflection.** The Rite of the True Reflection takes 1 hour to perform and requires the severed head of an arvalic. At the end of the ritual, a creature must cast *remove curse* on the cursed creature while the cursed creature looks into the dead arvalic's eyes. The arvalic's head is destroyed when the ritual is completed, and the curse ends. > > **Aberrant Shape.** The arvalic can move through a space as narrow as 5 feet wide without squeezing. > > **Pouncing Charge.** If the arvalic moves at least 20 feet straight toward a creature with truesight and then hits it with a Claw attack on the same turn, the target must succeed on a DC 15 Strength saving throw or be knocked prone. #### Continued on next page \pagebreak ___ > ### Actions > **Multiattack.** The arvalic makes three attacks: one with its Beak and two with its Claws. > > **Beak.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target with truesight. *Hit:* 15 (2d10 + 4) piercing damage plus 7 (2d6) psychic damage. > > **Claw.** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target with truesight. *Hit:* 11 (2d6 + 4) slashing damage. > > >**Acidic Breath (Recharge 5–6).** The arvalic exhales a spray of burning, sour bile in a 30-foot cone. Each creature with truesight in that area must make a DC 16 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. > > ### Reactions > **Seen Too Clearly.** When a creature with truesight the arvalic can see hits it with an attack, the arvalic can move up to half its speed without provoking opportunity attacks from that creature. > ### Design Notes > In most cases this creature will only be visible to one player so it's best not used in straight combat encounters, use it to make turesight feel more risky. \pagebreakNum
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