Fey Ancestor. Corellon has advantage on saving throws against being charmed and magic can’t put them to sleep
God of Fey and Elves. Any creature that starts its turn within 240 feet of Corellon and is aware of Corellon's presence must make a DC 26 Wisdom saving throw. On a failed save, the creature immediately falls prone and then becomes befuddled by Corellon's presence for 1 minute. While befuddled in this way the creature can use either an action or a bonus action on its turn, not both. Additionally, regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If a creature's saving throw is successful or the effect ends for it, the creature becomes immune to Corellon's Prime God for 24 hours.
A creature affected by Corellon's Prime God makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. Corellon can choose to end this effect on a creature at any time. This effect can also be ended by casting greater restoration or remove curse on the target.
Innate Spellcasting. Corellon's spellcasting ability is Charisma (spell save DC 26, +18 to hit with spell attacks). Corellon can innately cast the following spells, requiring no material components:
At will: charm person, blur, mirror image, pass without trace, suggestion, Tasha's hideous laughter, dust devil
3/day each: charm monster, dominate person, mass suggestion, divine word, summon fey (6th level version), dispel magic, cure wounds (5th level), wind wall, investiture of wind
1/day each: dominate monster, summon elemental (6th level version), summon celestial (6th level version), whirlwind
Legendary Resistance (5/Day). If Corellon fails a saving throw, they can choose to succeed instead.
Magic Resistance. Corellon has advantage on saving throws against spells and other magical effects.
Magic Weapons. Corellon’s weapon attacks are magical.
Unerring Accuracy. Creatures gain no benefit from half cover or three-quarters cover from Corellon. Attacking at long range doesn't impose disadvantage on Corellon's ranged weapon attack rolls.
Multiattack. Corellon makes 2 attacks with their longbow Amlath'hana or their longsword Sahandrian.
Sahandrian. Melee Weapon Attack: +21 to hit, reach 10 ft., one target. Hit: 26 (3d8 + 13) slashing damage.
Amlath'hana. Ranged Weapon Attack: +21 to hit, range 1320/5280 ft., one target. Hit: 26 (3d8 + 13) piercing damage.
Pure Enthrallment (1/Day). Corellon's allure and charm beguiles everything around them. Up to eight creatures of Corellon's choice within 60 ft. must succeed on a DC 26 Wisdom saving throw or be charmed by Corellon for 1 hour. If Corellon or creatures that are friendly to Corellon are fighting a target, that target has advantage on the saving throw. While the creature is charmed in this way Corellon can telepathically issue commands to each creature, which it does its best to obey. Each time a creature charmed in this way takes damage, it makes a new Wisdom saving throw against this effect. If the saving throw succeeds, the effect ends.
Elemental Conduit (3/Day). Corellon connects themselves to the planar storm currently brewing in the elemental plane of air. Corellon summons 4 air elementals into spaces of Corellon's choice within 30 feet of themselves. The air elementals are friendly towards Corellon and follow their commands as well as possible. The air elementals roll initiative and act independently on their turn. If Corellon uses this ability while any of their previously summoned air elementals are still alive, those air elementals heal to full HP and additional air elements are summoned as before until 4 full health air elementals total are present.
Change Shape. Corellon magically transforms into any form, while retaining their game statistics (other than their size). While transformed Corellon can choose to gain a flying, climbing and/or swimming speed of 50 ft. as appropriate to the form. This transformation ends if Corellon is reduced to 0 hit points or if they use a bonus action to end it.
Corellon 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. Corellon regains spent legendary actions at the start of their turn.
Attack (Costs 1 Action). Corellon makes an attack with Amlath'hana or Sahandrian
At will Spell (Cost 1 Action). Corellon casts one of his at-will spells
Compel Servant (Cost 2 Actions). One of Corellon's allies or a creature charmed by Corellon uses its reaction to make one attack against a target of Corellon's choice that Corellon can see. If the chosen ally has a Multiattack ability (not Extra Attack) it uses that Multiattack ability instead.
Greater Spell (Costs 3 Actions). Corellon casts one of his innate spells
Description
Corellon Larethian has been titled the Protector and Creator of the Elves. They saw over everything the elves held dear such as magic, music, arts, crafts, poetry, and warfare. How is it then that the Southern pantheon of Zeus and his family is venerated as the progenitor of the elven race? Who is Corellon really and where have they been since Creation? Whatever the case their reappearance threatens the balance of this world.
Corellon wields two legendary weapons. His longbow Amlath'hana can hit target from a mile away while his longsword Sahandrian slices through opponents with unnatural grace (both are +3 weapons).
This version of Corellon has been hiding away in the Feywilds slowing working to tear apart the planescape in preparation for his crossing to the Prime Material Plane. Corellon's final stop before crossing to the Prime Material from the feywild was to the elemental plane of air. There they created a storm so powerful that it has torn the planescape asunder.
Previous Versions
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5/13/2022 9:30:07 AM
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Coming Soon
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