Gargantuan Swarm of Medium constructs, Neutral Evil
Armor Class 19 Natural Armor
Hit Points 213 (10d12)
Speed 60 ft., Fly 100 ft.
STR
15 (+2)
DEX
8 (-1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws DEX +4
Skills Deception +7, Investigation +7
Damage Resistances Poison
Condition Immunities Incapacitated, Poisoned, Unconscious
Senses Darkvision, Truesight, Passive Perception 13
Languages Common, Deep Speech, Dwarvish Deep Speech, Common, Dwarvish
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Become Shadow Citin will become a black fog for 1 minute which if players attack will take 12(3d6+2) poison damage. Can only be used every 4 rounds.

 

Actions

Mend Citin will only take 1/2 damage for 2 minutes until it takes a long rest

Dark Blade Melee Weapon Attack: +9 to hit, reach 15 ft., two targets. Hit: 13 (3d6 + 4) bludgeoning damage. 

Lucky Shot  Ranged Weapon Attack: +11 to hit, range 60/120 ft., one target. Hit: 7(3d4 + 3) piercing damage.

Reactions

True Luck  If the player is 5 feet away from the creature, they must make a wisdom check 15 or higher. On a failed check they become stunned for a minute, On a successful check they lose 5 hit points.

Passive Shadow If the players don't attack for 10 turns and they all pass on a Wisdom Check of 10, the creature will become a knight and its challenge rating becomes 3 (700 xp) instead of 15.

 

Legendary Actions

Citin can take 3 legendary actions per turn

Rage of the Island (Costs 3 Actions) Citin summons 4 Hobgoblins at it's side to fight with him

Absorb Life Citin can take 7 hit points from any player and use it for himself

Description

Citin is an ancient evil that renamed the land of Twili to it's own name to make sure fear strikes into sea travelers if they were to ever come close to the island. Sometimes it likes to transform into it's knight form to talk amongst it's people. People who have seen under it's helm have gotten bad luck for 1d4 months. And once Citin becomes it's true form, everyone who sees the creature knows what a heart of true darkness looks like.

Lair and Lair Actions

The walls look like they are 1000 years old and they have lots of vegetation growing out of the cracks

Lair Actions

On initiative count 20 (losing initiative ties), Citin takes a lair action to cause one of the following effects; Citin can’t use the same effect two rounds in a row:

  • Everyone who rolls a 10 or lower gains fear for 2 minutes
  • Everyone has to roll initiative again as they can't focus on where Citin is moving

Regional Effects

The region containing a legendary Citin’s lair is toxic, which creates one or more of the following effects:

  • Poison
  • Fatigued

If the Citi] dies, these effects fade over the course of 3d4 days.

Monster Tags: ArmorNPCDemonTitanhumanoid

Habitat: CoastalForestGrasslandUnderdark

KingCambot

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