Magic Resistance. The cresythe has advantage on saving throws against spells and other magical effects.
Tunneler. The cresythe can burrow through solid rock at half it's burrowing speed and can leave a 100 ft. diameter tunnel in it's wake.
Siege Monster. The cresythe deals double damage to objects and structures.
Regeneration. As long as it has at least 1 hit point, the cresythe regains 20 hit points at the end of each of it's turns.
Legendary Resistance (3/Day). If the cresythe fails a saving throw, it can choose to succeed instead.
Unusual Nature. The cresythe requires no sleep.
Multiattack. The cresythe makes one Bite attack and two Grinding Claw attacks.
Bite. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 15 (1d10+9) piercing damage plus 5 (1d10) poison damage.
Grinding Claw. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 10 (2d6+9) slashing damage, and the target is grappled (escape DC 20). While grappled in this way, the target is restrained and takes 16 (5d6) slashing damage at the start of each of their turns, as rotating spikes rip through the target. The cresythe has two claws, each of which can grapple one target.
Drilling Strike (Recharge 6). The cresythe makes a Claw attack. Instead of grappling on a hit, the target is driven into the ground, taking 30 (9d6) piercing damage plus 30 (9d6) bludgeoning damage. The target is also knocked prone. When this attack is made, a hole is left behind, with the target left at the bottom. The hole is a 10 by 10 by 15 ft. crater.
Repulsion Pulse. The cresythe emits kinetic energy out of it's mouth in a 30 ft. cone. Each creature in that area must make a DC 20 Strength saving throw. On a failure, the target takes 16 (4d8) thunder damage, is knocked prone, and is pushed 40 ft. away from the cresythe. On a success, the target takes half damage and is knocked prone, but isn't pushed.
The cresythe can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The cresythe regains spent legendary actions at the start of it's turn.
Bite. The cresythe makes a Bite attack.
Move. The cresythe move up to half it's speed.
Shockwave (Costs 3 Actions). The cresythe releases a shockwave of dehabilitating energy. Each creature within 30 ft. of the cresythe must succeed on a DC 20 Constitution saving throw or have it's speed reduced to 0 and be stunned until the end of it's next turn.
Quick Pulse. The cresythe uses Repulsion Pulse.
Comments