Medium Celestial, Neutral Evil
Armor Class 14
Hit Points 200 (20d12 + 2)
Speed 40 ft.
STR
16 (+3)
DEX
15 (+2)
CON
18 (+4)
INT
19 (+4)
WIS
19 (+4)
CHA
20 (+5)
Saving Throws WIS +10, CHA +11
Skills Deception +20
Damage Vulnerabilities Radiant
Damage Resistances Psychic
Damage Immunities Acid, Poison
Condition Immunities Charmed
Senses Darkvision, Passive Perception 16
Languages Common, Infernal common, infernal
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Ciris has the power to control blood flow, allowing her to bring a creatures max health down to its current health

Actions

Evil Arsenal. Ciris can use her blood to grow basic melee weapons from her hands.

(Decide weapon): +4 to hit, reach (Check weapon) ft., Hit: (2d6 + 4) [Check weapon] damage. (if weapon causes bleeding then Ciris can heal from the attack)

Reactions

Evil Spreads. Upon being attacked Malum can do a CON 15 saving throw to mold her blood out of the way of the attack

Mythic Actions

Pure Evil. After 6 turns Malum can reduce every creature within 120ft's health to 1.

Description

7,1 Dark Aasimar, Long black hair, two red eyes

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Previous Versions

Name Date Modified Views Adds Version Actions
7/24/2022 1:34:08 PM
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0
1
Coming Soon

Habitat: Mountain

PrplxdPossum

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