Gargantuan Aberration (Demon, Devil), Any Alignment
Armor Class 17 plated
Hit Points 203 (4d8)
Speed
STR
30 (+10)
DEX
14 (+2)
CON
30 (+10)
INT
25 (+7)
WIS
23 (+6)
CHA
26 (+8)
Saving Throws STR +18, CON +18, CHA +16
Damage Resistances All
Condition Immunities Frightened, Paralyzed
Senses Passive Perception 20
Languages all
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Special Trait Name. Enter the description for your special trait.

Spellcasting. The Core Knight is a 9th-level spellcaster. Its spellcasting ability is CHA spell save DC 12, +0 to hit with spell attacks. The Core Knight has following 9th level spell prepared:
9th level (3 slots): power word kill 

Actions

Action Name. slash

Action Melee Attack. Melee Weapon Attack: +3 to hit, reach 50 ft., 4 targets. Hit:14  (6d8 + 2) slashing damage. 

 

Reactions

No Nine. If the character tries to hit with a ninth level spell it has to make a constitution saving throw. 

Legendary Actions

Core Direct (Costs 2 Actions). the players have to make a dexterity saving throw with a DC of 14. If it fails the player has to roll a D10 to determine what happens 

10: Nothing happens

9: You lose your next turn

8: your AC becomes 9

7: You become frightened 

6: he summons 2 monsters under the challenge rating of 2. (the DM decides what they are)

5: you take 2d4 damage 

4: all of your spells are not prepared

3: the Core Knight regains one of his or her spell slots

2: you re-roll

1: you die

Description

They guard anything that a leader or master tells them to. They are not necessarily evil or good they just do what a guide or a master tells them too.   

Habitat: Mountain

4EVER_07

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