Medium Monstrosity (Halfling), Chaotic Evil
Armor Class 18 (22 with blur)
Hit Points 160 (24d8 + 28)
Speed 30 ft., Swim 60 ft.
STR
14 (+2)
DEX
20 (+5)
CON
15 (+2)
INT
17 (+3)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws WIS +6, CHA +10
Skills Arcana +4, History +4
Damage Vulnerabilities Radiant
Damage Resistances Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Cold
Condition Immunities Blinded, Charmed, Exhaustion, Frightened
Senses Blindsight 60ft, Darkvision 60 ft., Passive Perception 15
Languages Abyssal, Common, Halfling telepathy 30 ft.
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Whispering Aura. At the start of each of the Crimson's turns, each creature of its choice within 10 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided Crimson Bose isn’t incapacitated.

Evasion. When Crimson Bose is subjected to an effect that allows him to make a Dexterity saving throw to take only half damage, he instead takes no damage if he succeed on the saving throw, and only half damage if he fails.

Nimbleness. You can move through the space of any creature that is of a size larger than yours.

Resilience. Crimson Bose has advantage on saving throws against poison damage.

Lucky. When Crimson Bose rolls a 1 on the d20 for an attack roll, ability check, or saving throw, he can reroll the die and must use the new roll.

Actions

Multiattack. The Crimson Bose makes two spell or Old ones gift attacks. Alternatively it makes one Howling Void attack. 

Old Ones Gift. The Crimson Bose can summon a tentacle from a point it can see within 30 ft. The tentacle lasts until it reaches 0 hit points or the Crimson Bose dies. Each Tentacle can not move, has an AC15 and 30 hit points. The tentacle can not move and has a melee range of 15 ft and a +7 to hit. On a hit the targeted creature is restrained. Take 2D8+5 Bludgeoning damage. The tentacle can not grapple more than one creature.

Howling Void. The Crimson opens a momentary extraplanar rift within 60 feet of it. The rift is a scream-filled, 20-foot cube. Each creature in that area must make a DC 15 Wisdom saving throw. On a failed save, a creature takes 9 (2d8) psychic damage and is frightened of the Crimson until the start of the Crimson's next turn. On a successful save, a creature takes half as much damage and isn’t frightened.

Spellcasting. The Crimson Bose casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 18):

At will: color spray, blur, eldritch blast

1/day each: dark star, gate

2/day each: power word pain, synaptic static, arcane gate

3/day each: far step, infernal calling, mislead

4/day each: phantasmal killer, greater invisibility, dimension door

5/day each: silence, crown of madness, tasha's mind whip, dream

Bonus Actions

Slippery Bastard. As a Bonus action, Crimson Bose can use the dash, dodge or disengage action.

Reactions
Uncanny Dodge. When an attacker that the Crimson Bose can see hits it with an attack, it can use its reaction to halve the attack’s damage.
Entropic Ward. Three times per short rest, when a creature makes an attack roll against Crimson Bose, he can use his reaction to impose disadvantage on that roll. If it misses him, The Crimson Bose's next attack roll against the creature has advantage if you make it before the end of its next turn.
Legendary Actions

Crimson Bose 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. Crimson regains spent legendary actions at the start of its turn.

Old Ones gift. Crimson Bose makes one Old ones gift attack.

Eldritch Blast. Crimson Bose Casts Eldritch Blast (Three Blasts)

Move. Crimson moves his speed without provoking opportunity attacks.

Description

Crimson Bose was a halfling bandit obsessed with magical books that could grant him magical power. Until dedicating his life to The Great Old One. He has gained unnatural powers and has become deformed because of this. 

Now with the appearance of a cloaked tall figure with a dark shadowed face and multiple tentacles that float beneath him, using them as a means for travel and possibly weapons.

The Crimson Bose is a foe not to be trifled with especially when it comes to the land of dreams and interdimensional travel.

Lair and Lair Actions

Crimson Bose's principal lair is known as the Old Ones pocket, a realm which Crimson Bose shares his ideas and creations with Lord Methias Volharik. This strange lair, deep within Nervas crust is a safe haven for the Crimson Bose and where he can continue his experiments. Its landscape is covered in vast expanses of holes and waterfalls and tunnels for both The Crimson Bose and other guests can hide and use to their advantage.

Lair Actions

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

  • A Crimson Strangler or Crimson Shadow crawls out of the nearest Tunnel, hole or water source. Depending on which the Crimson Bose is closest too. (Crimson Shadow if the Bose is closest to a hole or Tunnel. Crimson Strangler if the Bose is closest to a water source).
  • Crimson Bose choses a space within 90ft that it can see and casts Evard's black tentacles spell as a free action and free spell. This requires no concentration and lasts for 5 rounds.
  • The Crimson can teleport to an unoccupied space within 5ft of an enemy or can swap places with a Crimson Strangler or Crimson Shadow.

Regional Effects

The region containing Crimson Bose's lair is warped by its magic, creating one or more of the following effects:

  • Small bodies of water, such as ponds or wells, within 1 mile of the lair turn black. Although they are still safe to drink.
  • Large bodies of water seem to not follow the laws of physics. Waves move in different directions and whirlpools are a frequent occurrence.
  • If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of the Short-Term madness table in the Dungeon Master’s Guide (Page 259). A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.

If Crimson Bose dies, these effects fade over the course of 1d10 days.

Monster Tags: NPC

Habitat: ArcticHillMountainUnderdarkUrban

FosterGoodCall

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