Change Shape. Arival Crypto can transform into any creature he has saw before. He keeps all of his stats except for his attacks and size. You cannot tell him apart from the actual monster except for his glowing eyes. This also includes changing size. If Arival Crypto is 2x larger then double his dmg. by 2, and so on.
Darkvision. Arival Crypto can see perfectly in the dark.
Trait swap. Arival Crypto can pick any two traits he wants, if he wants three, then he will have to swap it out for another that he already has. This action takes two turns.
Anger. If Arival Crypto is down to half health, he casts Wish even if it is not his turn. This does not consume a spell slot.
Wild-Magic Eye. Arival Crypto’s eye creates an area of Wild-magic in a 150-foot cone. At the start of each of its turns, Arival Crypto decides which way the cone faces and whether the cone is active. The area works against Arival Crypto’s own spells. The is a 50% chance of the magic becoming wild.
Legendary Resistance. Arival Crypto can choose to succeed a saving throw if it fails 5 times.
Spellcasting. The Arival Crypto is a 9-level spellcaster. Its spellcasting ability is Charisma (spell save DC 27, +19 to hit with spell attacks). The Arival Crypto has following Wizard, Warlock and Sorcerer spells prepared:
Cantrips (at will): Minor Illusion, Prestidigitation, Message, Mending, Eldritch Blast, Mage Hand, Fire Bolt, Blade Ward, Light, Dacning Light, Shocking Grasp
1st level (15 slots): Detect Magic, Disguise Self, False Life, Ray of Sickness, Charm, Hold Person, Hellish Rebuke, Chomatic Orb, Sleep, Unseen Servant
2nd level (12 slots): Alter Self, Blur, Invisibilty, Crown of Madness, Ray of Enfeeblement, Enthrall, Shatter, See Invisibility
3rd level (10 slots): Fear, Fireball, Vampiric Touch, Major Image, Hypnotic Pattern, Counterspell, Bestow Curse
4th level (8 slots): Banishment, Arcane Eye, Dimension Door, Hallucinatory Terrain, Phantasmal Killer, Confusion
5th level (6 slots): Animate Objects, Contact Other Plane, Modify Memory, Ledgend Lore, Dream, Dominate Person
6th level (6 slots): Arcane Gate, Circle of Death, Create Undead, Eyebite, Move Earth, True Seeing, Sunbeam
7th level (5 slots): Plane Shift, Etherealness, Finger of Death, Reverse Gravity, Teleport
8th level (4 slots): Telepathy, Mind Blank, Demiplane, Clone, Feeblemind, Control Weather
9th level (3 slots): Weird, Wish, Time Stop, Foresight, Imprisonment, Astral Projection, Gate, Meteor Swarm, True Resurresction
Arival Crypto can make 3 attacks in an action.
Snap. Roll 1d4, a 1 one is a cantrip, and so on. Pick a random spell (if possible, roll a die) and that is the attack. This does not consume a spell slot. The spell can be modified to where it can be applied when he is snapping.
Punch. Melee Weapon Attack: +12 to hit, reach 50 ft., 1 target. Hit: 23 (4d10 + 3) [bludgeoning] damage. If he is angered, his hand grows in size and can hit 5 targets that are 5 feet apart.
Laser. RangedWeapon Attack: +14 to hit, range 30/200 ft., 1 target. Hit: 40 (6d8 + 14) [fire] damage. This attack shoots in a straight line, and burns a hole through the target if they drop to 0 hp because of this attack and attacks anyone who is behind them.
Absorb. Three times (at max) Arival Crypto can transport the attacker into a demiplane where time has stopped. This lasts for 3 turns, and the attacker doesn't remember anything about the demiplane
Arival Crypto can take 3 legendary actions. It can take only one legendary action at a time and only at the end of another creature’s turn. Arival Crypto regains spent legendary actions at the start of its turn.
SPELLCAST (COSTS 1 ACTION)
Spellcast (Costs 1 Action). Arival Crypto casts a Cantrip of choice.
Lair and Lair Actions
Arival Crypto's Lair is the Throne Room of his Mind Palace.
Lair Actions
On initiative count 20 (losing initiative ties), the Arival Crypto takes a lair action to cause one of the following effects; the Arival Crypto can’t use the same effect two rounds in a row:
- Maddness Orbs float through the chamber. Roll (1d4 + 2) to see how many orbs float in. If a spell goes through the orbs then the damage type randomly changes. If a creature goes through the orbs then the creature must make a DC 15 Wisdom saving throw or be stunned by images of maddness piercing their minds.
- Screams of fear rings out from the abyss of nightmares. All creatures must make a DC 15 Intelligence saving throw. If a creature fails then they are effected by a random effect. (The effect can not be Petrified, Exhausted, Charmed or Incapacitated)
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