Amphibious. The Crowmetheus can breathe air and water.
Legendary Resistance (3/Day). If Crowmetheus fails a saving throw, it can choose to succeed instead.
Multiple Heads. Crowmetheus has five heads. While it has more than one head, Crowmetheus has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever Crowmetheus takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, Crowmetheus dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. Crowmetheus regains 10 hit points for each head regrown in this way.
Reactive Heads. For each head Crowmetheus has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
Wakeful. While Crowmetheus sleeps, at least one of its heads is awake.
Multiattack. Crowmetheus can use its Frightful Presence. It then makes one bite attack and two claw attacks. It may use its Crush or Swallow in place of its bite.
Bite. Melee Weapon Attack: +12 to hit, reach 25 ft., one target. Hit: 43 (6d10 + 10) piercing. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and Crowmetheus can't bite another target.
Claw. Melee Weapon Attack: +12 to hit, reach 20 ft., one target. Hit: 31 (6d6 + 10) slashing damage.
Crush. Crowmetheus attempts to crush its foes underneath it using its weight. All creatures in Crowmetheus' space must make a DC 19 Dexterity saving throw. On a success, a creature is not crushed, and moves out of Crowmetheus' space to a space adjacent to Crowmetheus. On a failure, a creature becomes grappled by Crowmetheus (escape DC 20). While grappled in this manner, a creature is also considered prone and restrained, and takes 37 (6d8 + 10) bludgeoning damage at the start of each of Crowmetheus' turns. A creature is freed from this grapple when Crowmetheus moves.
Swallow. Crowmetheus makes one bite attack against a Colossal or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Crowmetheus, and it takes 44 (11d8) acid damage at the start of each of Crowmetheus' turns.
If Crowmetheus takes 60 damage or more on a single turn from a creature inside it, Crowmetheus must succeed on a Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Crowmetheus. The DC for this saving throw equals one-third the damage taken during that single turn. If Crowmetheus dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Frightful Presence. Each creature of Crowmetheus' choice that is within 240 feet of Crowmetheus and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Crowmetheus' Frightful Presence for the next 24 hours.
Prismatic Breath (Recharge 5-6). Crowmetheus exhales prismatic energy in a 150-foot cone, which manifests as eight multicolored rays of light. Each ray is a different color and has a different power and purpose. Each creature in the area of effect must make a DC 30 Dexterity saving throw, and each creature also rolls a d8 to see which color ray affects them:
1. Red. The target takes 130 (20d12) fire damage on a failed save, or half as much damage on a successful one.
2. Orange. The target takes 130 (20d12) acid damage on a failed save, or half as much damage on a successful one.
3. Yellow. The target takes 130 (20d12) lightning damage on a failed save, or half as much damage on a successful one.
4. Green. The target takes 130 (20d12) poison damage on a failed save, or half as much damage on a successful one.
5. Blue. The target takes 130 (20d12) cold damage on a failed save, or half as much damage on a successful one.
6. Indigo. On a failed save, the target is restrained. It must then make a DC 20 Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
7. Violet. On a failed save, the target is blinded. It must then make a DC 20 Wisdom saving throw at the start of the Crowmetheus' next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. Special. The target is struck by two rays. It rolls twice more, rerolling any 8's.
Bloodied Breath. When Crowmetheus falls below half its hit point maximum, it uses its prismatic breath. Crowmetheus does not need to have its prismatic breath charged, and using its breath in this manner does not consume its charge. Once Crowmetheus uses this reaction, it can't use it again until it reaches its hit point maximum.
Crowmetheus 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. Crowmetheus regains spent legendary actions at the start of its turn.
Detect. Crowmetheus makes a Wisdom (Perception) check.
Wing Attack (Costs 2 Actions). Crowmetheus beats its wings. Each creature within 10 feet of Crowmetheus must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Crowmetheus can then fly up to half its flying speed.
Description
Crowmetheus is a gargantuan black bird morphed of hundreds of crows and corrupted by magic from the shrine players awoke from. Magic from the shrine drew monsters in, leaking magic power into them. Crows would often nest on the shrine, making them the most affected.
Crowmetheus looks like a horrid collection of crows in the shape of a larger crow. Crowmetheus has hundreds of crow heads, wings and legs protruding from all points in the body. Even it's eyes take on the appearance of more crows, struggling as if trying to crawl out of their socket.
Lair and Lair Actions
Crowmetheus dwells in swamps on the frayed edges of civilization. Crowmetheus' lair is a dismal cave, grotto, or ruin that is at least partially flooded, providing pools where Crowmetheus rests, and where its victims can ferment. The lair is littered with the acid-pitted bones of previous victims and the fly-ridden carcasses of fresh kills, watched over by crumbling statues. Centipedes, scorpions, and snakes infest the lair, which is filled with the stench of death and decay.
Lair Actions
On initiative count 20 (losing initiative ties), Crowmetheus takes a lair action to cause one of the following effects; Crowmetheus can’t use the same effect two rounds in a row:
- Pools of water that Crowmetheus can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point Crowmetheus chooses within 120 feet of it. The cloud spreads around corners and remains until Crowmetheus dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point Crowmetheus chooses within 60 feet of it, filling a 15-foot-radius sphere until Crowmetheus dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Regional Effects
The region containing Crowmetheus' lair is warped by Crowmetheus' magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of Crowmetheus that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
If Crowmetheus dies, vegetation remains as it has grown, but other effects fade over 1d10 days.
Previous Versions
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