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.
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.
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.
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.
Comments