Surge of Crimson Shouts. The Crimson Host possesses magic, but it comes in the form of numerous standalone spell attacks rather than a spellcasting ability.
Anima, Ignis, Rubor Vini, Cardinal, Oxblood, Hydrangea, Tectonic, and attacks with weapons made using Lacteus Orbis are all "direct attacks". Sandyx, Maroon, Fossa, Nebula, Nebula Macula, Stella Inerrans, and Vis Attrahendi are saving-throw-based attacks.
Legendary Resistance (3/Day). If the Crimson Host fails a saving throw, it can choose to succeed instead.
Multiattack. The Crimson Host can use one direct attack and up to 2 saving-throw-based spells per turn.
Anima. Melee Spell Attack: +10 to hit, reach 10 ft., 3 targets. Hit: 15 (2d10 + 4) necrotic damage. The Crimson Host fires three bursts of red magical energy from its hands, covering a short distance in front of it to strike their targets.
Ignis. The Crimson Host raises one hand up into the air with its index finger pointing down, creating a circle of starlight around its feet before the area around it is consumed in a sudden storm of crimson fire. The Crimson Host makes a spell attack roll against everything within 15 feet of it with +10 to hit. Targets successfully struck take 30 (4d8 + 3) fire damage. Like any 'true' spell with a somatic component, however, being unable to make the gesture for Ignis will prevent the Crimson Host from casting it.
Sandyx. The Crimson Host manifests a swirling vortex of magic that starts out purple for a split-second before turning bright red, being unleashed from there as a blast of five red lightning bolts. Five chosen creatures within 200 feet of the Crimson Host must make DC17 Dexterity saving throws. It cannot target the same creature with multiple bolts; if there are less than five creatures, the extra bolts are fired in random directions for flair. Each target takes 4d10 + 4 lightning damage on a failed save, or half as much on a successful one (suggestion: Make a single roll for damage, and each target will take that roll's value or half in damage, instead of rolling for each target).
Rubor Vini. Melee Spell Attack: +16 to hit, reach 5 ft., 1 target. Hit: 60 (7d10 + 5) force damage. The Crimson Host manifests an orb of purple light in one hand and slams it into the body of a target.
Cardinal. Ranged Spell Attack: +10 to hit, range 50/80 ft., 1 target. Hit: 53 (5d10 + 8) necrotic damage. The Crimson Host creates a large red spark in one hand and shoots it at a creature within range.
Maroon. The Crimson Host creates a red spark in one hand and slams it into the ground, causing red energy to erupt in a straight cylinder (radius 30 feet, height 50 feet) centered on it. Everything within the cylinder except for the Crimson Host must make a DC17 Charisma saving throw. Targets take 15d6 psychic damage on a failed save or half as much on a successful save.
Oxblood. The Crimson Host calls down a shower of blood-red sparks from the sky, covering a 100-by-100-by-100-foot cube centered on it. It makes a spell attack roll for every creature underneath the rain of pain against the average AC of everything targeted (that'd be adding them all together then dividing the result by how many creatures there are) plus 4. If it succeeds the attack roll, all creatures within the cube take 46 (7d12) poison damage. Additionally, on the next turn of each creature in the cube, whether the attack roll hit or missed, they must make a DC15 Constitution saving throw or they will become poisoned.
Hydrangea (Recharge 6). Spell Attack: +14 to hit, range 200 ft. cone. Hit: 154 (14d20 + 14) radiant damage. The demon draws all of its host's power into its own being to manifest above it, making the Crimson Host's body turn limp and zombie-like. It proceeds to manifest antimatter itself into a large area in front of itself before channeling the force from the resulting annihilation reaction into a cone, covering a wide area in front of the Crimson Host in an explosive burst of power that could shake an entire planet. Just as with Oxblood, the attack roll is made against the average AC of all creatures within the cone (added together, then divided by how many creatures there are).
Fossa. The Crimson Host points a hand at a single creature within 1000 feet, causing gravity to pull them towards the ground with sudden multiplied intensity, instantly creating a 20-foot-radius crater (functioning as rough terrain) around them. The target must succeed on a DC20 Strength saving throw or be laid flat, receiving 20 straight bludgeoning damage (+ double fall damage if they were airborne) as well as being made prone.
Tectonic. Ranged Spell Attack: +16 to hit, range 20/100 ft., 3 targets. Hit: 3d10 magical bludgeoning + 3d10 magical slashing damage. The Crimson Host launches rippling gravity waves towards its targets, ripping up both the ground and the air as they fly. A target successfully hit by a wave must succeed a DC10 Strength saving throw or become prone.
Nebula. The Crimson Host fills a 40-foot sphere centered on a point within 100 feet of itself with moving stardust, making it unto a miniature nebula. Creatures that enter that sphere have their movement reduced as if it is rough terrain, and have disadvantage on attack rolls and saving throws. The sphere dissipates after 5 rounds.
Lacteus Orbis. The Crimson Host creates a 10-foot-deep depression in the ground in a ring around itself as the removed terrain flies up into the air. It may then use its gravity magic to condense it into the shape of any nonmagical weapon of its choosing up to and including ammunition, granting it the ability to use that weapon for 3 turns before it falls apart on the end of the third.
Nebula Macula (Recharge 4-6). The Crimson Host fills a 40-foot sphere centered on a point within 100 feet of itself with moving stardust, making it unto a miniature nebula. Creatures within the sphere when it manifests must make a DC17 Dexterity saving throw or take 3d20 psychic damage. Creatures that enter that sphere or start their turn inside it have their movement reduced as if it is rough terrain, have disadvantage on attack rolls and saving throws, and must make a DC15 Intelligence saving throw, becoming frightened on a failed save. The sphere dissipates at the beginning of the Crimson Host's next turn.
Stella Inerrans. The Crimson Host creates a white spark in one hand that explodes in a flash of blinding light. Anyone looking directly at it is blinded for 1d4 turns unless they succeed a DC16 Wisdom saving throw.
Vis Attrahendi (Recharge 6). The Crimson Host spreads its arms as five giant sparks - cyan, red, yellow, purple, and turquoise - erupt from the book of sealing, each spreading out 50 feet from it in a five-point-star-shaped formation, lingering there for 1d8 of the Crimson Host's turns and disappearing at the beginning of its corresponding turn. Each spark has a powerful gravitational pull with an effective radius of 100 feet, tearing up the surroundings with their presence. Creatures within the effective radius of a spark can move 1.5 times as fast when moving toward it, but their speed is halved when moving away from it (effects do not stack). Creatures within 10 feet of a spark take 20 force damage with no saving throw at the beginning of each of their turns. A creature in the effective radii of two sparks simultaneously must make a DC30 Strength saving throw at the beginning of its turn, taking 10d20 + 8 force damage, with an additional 8 for each spark (at the area in the middle of the star where all five sparks' pulls overlap, that's 10d20 + 32), if it fails.
Defectio Lunae (Recharge 5-6). The Crimson Host may manifest a miniature gravity well in front of itself when attacked, completely negating ranged weapon attacks, halving the damage of ranged spell attacks, and applying disadvantage on melee attack rolls targeting it with both weapons and spells.
The Crimson Host 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. The first of the three legendary actions listed below is regained at the beginning of its turn when spent, and the other two are regained after being spent when the first is used.
Power Up. The Crimson Host gathers magical energy through some kind of unknown art, restoring its other spent legendary actions and adding 3d6 to the damage roll of its next successful attack.
Heart of Red. The Crimson Host instantly uses Anima, Sandyx, Rubor Vini, Cardinal, Maroon, Pomegranate, Oxblood, or Hydrangea.
Hijacked Arts. The Crimson Host instantly uses Fossa, Tectonic, Nebula, Lacteus Orbis, Nebula Macula, Stella Inerrans, or Vis Attrahendi.
Description
It is written that there was a book capable of sealing away the soul of one being who opened it. It was used against a powerful but reclusive demon, but it misfired, so to speak, only sealing away the less moral, more aggressive half of the demon's soul. Three artifacts of magical power were then tied to the book, so that if they were brought together in its presence, the 'evil soul' would be released.
This book was given to a young and callow scholar who already possessed one of the artifacts. As fate would have it, they eventually ended up with the other two artifacts, releasing the demon. Now it walks the world in the scholar's body, its host's soul trapped in that very book in its stead, eager to take revenge and find its other half. However, should those artifacts' power be stripped from the demon once more, its soul will be sealed again, and things will return to how they were.
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