Lucian said:
@Alexander You're very close :-) Remove the periods after the titles and then put an asterisk and a space in front of each lair action and it will work.
This works:
Omou
Medium humanoid (mongrelfolk), neutral evil
Armor Class 17
Hit Points 136 (21d8 + 42)
Speed 40 ft.
STR 13 (+1)
DEX 18 (+4)
CON 15 (+2)
INT 16 (+3)
WIS 17 (+3)
CHA 12 (+1)
Saving Throws Str +4, Dex +7, Int +6, Wis +6 Skills Arcana +6, Insight +6, Perception +6, Stealth +7
Damage Resistance psychic Condition Immunities charmed, frightened Senses passive Perception 16
Languages Common
Challenge 10 (5,900 XP)
Darkness
Breeds Darkness. Omou has advantage on ability checks and attack rolls
against characters with the Touched by the Mists story award. Similarly,
such characters have disadvantage on any saving throw made against
Omou.
Innate Spellcasting (Psionics). Omou's spellcasting ability is
Wisdom (spell save DC 15, +7 to hit with spell attacks). He can innately
cast the following spells, requiring no components:
At will: mage hand (the hand is invisible)
3/day each: featherfall, jump, see invisibility, shield
1/day each: phantasmal killer, plane shift
Legendary
Resistance (3/day). If Omou fails a saving throw, he succeeds on it
instead. Mimicry. The mongrelfolk can mimic any sounds it has heard,
including voices. A creature that hears the sounds can tell they are
imitations with a successful DC 12 Wisdom (Insight) check.
Obsessive
Punishment. If Omou deals damage to a target with the Touched by the
Mists story award, Omou deals an additional 1d6 damage for each dark
gift the character possesses, to a maximum of 4d6 additional damage.
Probing
Telepathy. If a creature communicates telepathically with Omou, he
learns the creature's greatest desires if he can see the creature. If
the target has the Touched by the Mists story award, Omou learns them
without the need to communicate telepathically.
Psychic Defense. While Omou is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
Actions
Multiattack. Omou makes three melee attacks.
Unarmed
Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
11 (2d6 + 4) bludgeoning, piercing, or slashing damage (fists, beak, or
claws) plus 13 (3d8) psychic damage. This is a magic weapon attack.
Telekinetic
Ray. If the target is a creature, it must succeed on a DC 16 Strength
saving throw or Omou moves it up to 30 feet in any direction. It is
restrained by the ray's telekinetic grip until the start of Omou's next
turn or until Omou is incapacitated. If the target is an object weighing
300 pounds or less that isn't being worn or carried, it is moved up to
30 feet in any direction. Omou can also exert fine control on objects
with this ray, such as manipulating a simple tool or opening a door or a
container.
Mind Blast (Recharge 5-6). Omou magically emits psychic
energy in a 60-foot cone. Each creature in that area must succeed on a
DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and
be stunned 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.
Legendary Actions
Omou
can take 3 Legendary Actions, choosing from the options below. Only one
legendary action option can be used at a time, and only at the end of
another creature's turn. Omou regains spent Legendary Actions at the
start of her turn. Omou can't use the same legendary action twice in
consecutive rounds.
*
Keen Eyes. Omou makes a Wisdom (Perception) check.
Punishing Dash. Omou moves his speed and makes an unarmed strike. This movement does not provoke opportunity attacks.
Endless Battery (Costs 2 actions). Omou makes an unarmed strike against every creature within 5 feet of him.
Psychic
Drain (Costs 3 actions). Any creature stunned by Omou's mind blast
takes 10 (3d6) psychic damage. Omou regains hit points equal to the
damage the creatures take.
Lair Actions
On initiative count 20
(losing initiative ties), Omou takes a lair action to cause one of the
following effects; Omou can't use the same effect two rounds in a row:
*
All of the paintings in the room shriek in anger. Any creature except
Omou that can hear the paintings must succeed on a DC 15 Wisdom saving
throw or be frightened.
* Part of the ceiling collapses above one
creature that Omou can see within 120 feet of him. The creature must
succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning
damage and be knocked prone and buried. The buried target is restrained
and unable to breathe or stand up. A creature can take an action to make
a DC 10 Strength check, ending the buried state on a success.
* A
strong wind emanates from the huge carving of Esmae and blows around
Omou. Each creature within 60 feet of Omou must succeed on a DC 15
Strength saving throw or be pushed 15 feet away from Omou and knocked
prone. Gases and vapors are dispersed by the wind, and unprotected
flames are extinguished. Protected flames, such as lanterns, have a 50
percent chance of being extinguished.