Tywin
Tywin has an Owl Familiar, which acts on it’s turn. The Familiar has the stats and actions of an owl but cannot attack, though it can deliver Tywin’s touch spells. If the Owl Familiar is within 100 feet, Tywin can see and hear through it’s eyes, though Tywin is blind and deaf during this time.
Tywin has advantage on Saving Throws against being Charmed, and magic can’t put Tywin to sleep.
Actions
One creature that Tywin can see within 5 feet. If the target can see or hear Tywin, it must succeed on a DC 15 Wisdom saving throw or be charmed by it until the end of Tywin’s next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed.
On subsequent turns, Tywin can use an action to maintain this effect, extending its duration another turn. However, the effect ends if Tywin moves more than 5 feet away from the creature, if the creature can neither see nor hear Tywin, or if the creature takes damage.
Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, Tywin can’t use this feature on that creature again until it finishes a long rest.
Reactions
Tywin
Not yet described
Duplication and Templates
Tywin (horatio.fairburn) has been modified from other monsters.
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