Huge Undead (Demon), Any Evil Alignment
Armor Class 17
Hit Points 169 (8d20 + 80)
Speed 30 ft.
STR
24 (+7)
DEX
16 (+3)
CON
25 (+7)
INT
18 (+4)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws STR +11
Damage Vulnerabilities Cold, Psychic, Radiant
Damage Resistances Fire
Damage Immunities Lightning, Necrotic, Poison
Senses Truesight, Passive Perception 18
Languages Common, Telepathy
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Soul Saver(2 Souls): Corvus Uses the souls of his victims to create an over-shield around him absorbing 20 points of damage before being destroyed.

Deafening Thunder(3 souls): Corvus summons a thundering sound deafening all who hear it and all players must make a con saving throw DC 15 or take (2d8+4) sound damage

Cloak of Corvus(4 souls): Corvus flicks his cloak on front of him and becomes virtually invisible to the naked eye, Corvus may be invisible for one turn unless hit while invisible causing him to lose his turn. Corvus can be located through sound and blindsense when using his cloak.

Souls: Corvus is and ancient being who has absorbed many souls but many are not suitable for use, Corvus starts any battle with (3d6+2) souls which can be used in a multitude of ways as described in each action.

Soul Eater: when Corvus kills anything he gains a number of souls equal to the creatures level +1, this also prevents the creature from being revived by any magic.

Actions

Multiattack: Corvus makes 3 strikes with either the Sword of Corvus or his Electrified Pillars

Sword of Corvus: Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. (3d10 + 6) [Slashing] damage. 

Electrified Pillars: Ranged Magic Weapon Attack: + 8 to hit, range 30/60 ft., 1 targets. (4d6 + 5) [Lightning] damage. Corvus summons a pillar of electrified light from his hand and launches it. 

Reactions

Curse of Corvus(7 Souls): If an enemy is to attack Corvus and hit him Corvus may inflict the attacker with the souls of many of his victims causing (1d12+ amount of souls used) and the attacker must make a con saving throw DC 13 as they hear the voices of the spirits crying to be free or they will lose there focus and need to use an action to regain it.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Corvus looks vaguely humanoid, with chitinous armor encasing his body, and thick, devilish horns protruding from his helm. His entire body is wreathed in green flame, but his 5 eyes burn brighter than the rest of his armor. 

Lair and Lair Actions

The Fortress of Corvus floats through the astral sea, conquering colonies wherever they lie in the endless stretch. The throne room is circular in shape, with a raised circular runway that leads to his throne beneath the oversoul. Greenish black chitin coats the unwashed corners of the stone chamber like barnacles on a rocky seabed, and the filth eats at the ornate glass that overlooks the view of the Moon-like oversoul and the two fanglike protrusions that pierce it and draw from its power. 

Lair Actions

On initiative count 1 (losing initiative ties), Corvus takes a lair action to cause one of the following effects; Corvus can’t use the same effect two rounds in a row:

  • Gravitometric Singularity. Any creature on the raised walkway that Corvus chooses must succeed on a strength saving throw or be pulled up to 40 feet toward the center toward the center of the arena as Corvus creates a singularity of heavy gravity in the middle of the arena. Any creatures that collide with one another each take 3d6 bludgeoning damage. When an effected creature reaches the singularity, the effect dissipates, dropping affected creatures to the ground. 
  • Swordbearer Reincarnation (Next after the Mortal Shell Re-forms). The Swordbearer, a knight with 50 extra HP spawns from a door just below the Throne platform. He carries the Sword of Crota, which is the only item capable of dealing damage to Crota's Divine Core. 

Regional Effects.

Corvus' Astral Fortress exists in a quantum state in the Astral Sea, existing within the Astral Sea but intangible to any creatures or objects roaming the cosmos. When the fortress passes by a location, the following effects can be observed. 

  • A Sourceless green light shines on creatures and objects within 5 miles of the fortress, as if by an invisible green star
  • Creatures with an intelligence greater than 8 that exist near the fortress for more than 3 days lose a sense of empathy and begin to pursue the sword logic as if driven by a will to survive. 
  • Green fire sometimes flickers in the eyes of creatures within a mile radius of the Fortress. Those who have seen this have also reported sickness, including vomiting fat green larvae that victims swear they never ate. 
  • When the Fortress Passes near an entrance to a material plane, it is magnetically drawn to it and anyone near the portal is uncomfortably aware of an impending danger. 

 

Habitat: Underdark

Sir_Angel_Dust

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