Legendary Resistance (3/Day). If the crosley tower fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The crosley tower's spellcasting ability is Constitution (spell save DC 27, + 19 to hit). The crosley tower can innately cast the following spells, requiring only verbal components:
At will: counterspell, fog cloud, ice knife, mage hand, thunderclap
3/day each: bigby's hand, call lightning, cone of cold, ice storm
1/day each: control weather, greater call lightning, meteor swarm, storm of vengeance
Magic Resistance. The crosley tower has advantage on saving throws against spells and other magical effects.
Towering Concentration. The crosley tower can concentrate on 2 spells at the same time.
Multiattack. The crosley tower casts a spell, makes a Fling or an Asbestos attack, and makes four Slam attacks, one in each cardinal direction.
Fling. The crosley tower flings pieces of concrete around it. Each creature within 500 ft, of the crosley tower must make a DC 27 Dexterity saving throw, taking 75 (30d4) bludgeoning damage on a failed save, or half as much on a successful one.
Slam. The crosley tower slams itself onto the ground directly next to it, covering an area 135 ft. wide and 215 ft. long. Each creature in the area must make a DC 27 Dexterity saving throw. On a failed save, a creature takes 184 (8d20 + 100) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage, is not knocked prone, and has moved outside of the effected area. If a creature is more than its movement speed away from the edge of the area, it automatically fails the saving throw.
Asbestos. The crosley tower releases asbestos into the air around it in a 500 ft. radius sphere. Each creature in the area must make a DC 27 Constitution saving throw. On a failed save, a creature takes 184 (8d20 + 100) poison damage, is poisoned, and develops mesothelioma. On a successful save, a creature takes half as much damage, has a 50% chance of developing mesothelioma, and suffers no other effects. This action can only be used once, and the crosley tower's immunities to fire and cold damage are reduced to resistances upon using this action.
The crosley tower 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. The crosley tower regains spent legendary actions at the start of its turn.
Cantrip. The crosley tower casts an at will spell.
Move (costs 2 actions). The crosley tower moves up to half its speed.
Final Exams (Costs 2 Actions). The crosley tower announces to one creature it can see that can hear it that the creature hasn't been studying and the exams are tomorrow. The target must succeed on a DC 25 Wisdom saving throw or take 21 (6d6) psychic damage and be frightened. A creature that succeeds on its saving throw takes half as much damage and isn’t frightened. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the final exams for one semester.
Noon on a Wednesday (Costs 3 actions). Each creature within 500 feet of the crosley tower must make a DC 25 Constitution saving throw or take 35 (10d6) thunder damage and be deafened. A creature that succeeds on its saving throw takes half as much damage and isn’t deafened.
Description
The biggest fvckin tower you've ever seen, a celestial servant to a deity of the tempest and city domains.
Lair and Lair Actions
The University of Cincinnati (main campus) is the home of the one and only Crosley Tower.
Lair Actions
On initiative count 20 (losing initiative ties), the crosley tower takes a lair action to cause one of the following effects; the crosley tower can’t use the same effect two rounds in a row:
- The crosley tower animates the other buildings on campus. These buildings make slam attacks against all hostile creatures on campus. The targets must succeed on a DC 18 Dexterity saving throw, taking 70 (20d6) bludgeoning damage on a failed save, or half as much damage on a success.
- The crosley tower targets one creature it can see on campus. The crosley tower tethers itself to the creature through the ground. Whenever the crosley tower takes damage, the target must make a DC 25 Constitution saving throw. On a failed save, the crosley tower takes half the damage (rounded down), and the remaining damage is converted into force damage and dealt to the target. This tether lasts until initiative count 20 on the next round or until the crosley tower or the target is no longer on campus or in contact with the ground.
- The crosley tower targets one creature it can see on campus. The target must make a Constitution saving throw. If the target fails a DC 10 save, the target is teleported to a CVG destination of the crosley tower's choice. If the target succeeds a DC 10 save but not a DC 25 save, then the target is teleported to a Metro bus stop of the crosley tower's choice. If the target succeeds a DC 25 save, nothing happens.
Regional Effects
The CIncinnati Metropolitan Area is infused with divine energy, which creates one or more of the following effects:
- The weather is often at the extremes, blindingly bright or pitch dark, windy and rainy or eerily calm, and when tornados or other natural disasters strike, they are unusually strong.
- City utilities are the finest in the country.
If the crosley tower dies, these effects dissipate immediately.