Magical being. If Crimsy receive necrotic damage, he regain hitpoints with half of the dealt damage.
Mutliattack. Crimsy can number of attacks equal to his remaining head.
CHOMP. Melee Weapon Attack: +7 to hit, reach 5 ft., 1 target. Hit: 1d10+5 piercing damage.
Skull Shot. Ranged Weapon Attack: a crimsy face looks fey-lie fly towards target. Each creature in the 10-foot-sphere must perform a dex dc of 15. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.
Lock on. Crimsy choose targets to lock on. The Number of chosen target is equal to his remaining head. Choosen target suffer the following effects.
- have disadvantage on stealth roll and crimsy's saving throw.
- Crimsy have advantage on rolling deception and on them.
the target lose the effects if crimsy change it targets.
Crimsy enters this form whenever he's left 50% hitpoints or below.
Fearless form (Costs 0 Actions). When Crimsy enters this form, he unable to fly,now hover 5 ft on ground. he's immune to attacks that's further than 10ft.
Crimsy enters this form when he's drop to 0 hitpoints.
Breakdown form (Costs 5 Actions). Crimsy now drops on the ground. During the duration, Player must perform a melee attack with hit of 16 and damage of 10 to remove one of his head. Remove all of his head in order to kill it. If player fails to remove all three of Crimsy head, Crimsy regain 2d10 hitpoints per remaining head.
Description
Crimsy has tried of your bullsh*t and ready end it.
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