Crimson Camouflage. The Crimson Child has advantage on Dexterity (Stealth) checks while under half health.
Spellcasting. The Crimson Child is an 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The Crimson Child can cast invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor, inflict wounds
2nd level (3 slots): detect thoughts, mirror image, misty step
Tentacles (Transformed Only). Melee Weapon Attack: +5 to hit, reach 15 ft., three targets within 5ft of eachother. Hit: 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and if it is grappling three creatures, the Crimson Child can't use its tentacles on another target.
Drain Life (Transformed Only, Recharge 6 ). One target The Crimson Child has grappled takes 9 (1d10 + 3) Necrotic damage.
Necrotic Bolt. Ranged Spell Attack: +5 to hit, reach 30 ft., one target. Hit: 6 (2d4) necrotic damage.
Demonic Grasp. Melee Spell Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 1d4) slashing damage.
Neblos' Influence. When the Crimson Child has 40 or fewer hitpoints, it must at the beginning of its turn, make a DC 16 Wisdom saving throw, on a failed save, it transforms for 8 hours, and regains 40 hitpoints. if The Crimson Child dies while transformed, creatures within 15ft of it must make a DC 10 wisdom saving throws, or have their hitpoint maximum decreased by 1d4 [roll]1d4[/roll] for 8 hours, or until they take a long rest.
Previous Versions
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