Medium Humanoid (Paladin), Neutral Evil
Armor Class 24 (plate)
Hit Points 350 (20d10 + 204)
Speed 30 ft., Fly 90 ft. While mounted on Nightmare
STR
17 (+3)
DEX
12 (+1)
CON
21 (+5)
INT
17 (+3)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws STR +9, DEX +7, CON +11, INT +9, WIS +9, CHA +9
Skills Athletics +9, Deception +9, Intimidation +9, Persuasion +9, Religion +9
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; All
Damage Immunities Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 30 feet, Passive Perception 17
Languages Abyssal, Common, Infernal, Telepathy, Undercommon
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Mounted Combat. Crowin has advantage on melee attack rolls against any unmounted creature that is smaller than his mount. Crowdin can force an attack targeted at your mount to target you instead. If Crowdin's Nightmare is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. Crowdin cannot be knocked free of his mount.

Dreadful Aura. Doomed souls and spirits flit about Crowdin at all times, and he radiates magical darkness in a 30 foot radius. When an enemy enters the aura’s area for the first time on a turn or starts its turn there, it must succeed on a DC 17 Wisdom saving throw or be frightened of Crowdin for 1 minute. If a frightened target ends its turn more than 30 feet away from Crowdin, the target can repeat the saving throw, ending the effect on itself on a success. A frightened target that starts its turn within 30 feet of Crowdin takes 4d10 psychic damage. Good aligned Paladins' auras do not function within Crowdin's Dreadful Aura.

 

 

 

Actions

Multiattack. Crowdin makes three attacks, using The Darkflame.

The Darkflame. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (1d8 + 11) slashing damage plus 22 (5d8) force damage.

Spellcasting. Crowdin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

4/day each: command, dispel magic (as 5th level), find greater steed, ice storm (as 5th level)

Ethereal Stride. See Nightmare's Actions

Lay on Hands. Crowdin has a pool of 100HP he can restore to a creature by touch.
____ / 100

Bonus Actions

Spellcasting. Crowdin casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17):

At will: misty step

Legendary Actions

Crowdin the Cruel 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. Crowdin regains spent legendary actions at the start of his turn.

Spellcasting. Crowdin casts dispel magic or misty step

Rebuke Faith. When a good aligned Paladin that Crowdin can see heals a creature, Crowdin cause the healer to take necrotic damage equal to half of the hit points healed. This damage is not affected by weakness, resistance, or immunity. Crowdin the Cursed gains temporary hit points equal to the damage dealt.

Dread Lord. Crowdin performs a melee spell attack (+9 to hit) to a single target within his aura. The doomed souls flitting about him deal 3d10+3 necrotic damage to that target.

Telekinetic Reprisal. When Crowdin takes damage from a creature within 10 feet of him, he can emanate telekinetic energy. The creature that dealt damage must make a Strength saving throw (DC 17). On a failed save, the creature takes 2d8 force damage and is pushed up to 10 feet away from him. On a successful save, the creature takes half as much damage and isn’t pushed.

Description

Although from an alternate timeline, Crowdin the Cruel has no home plane and cannot be permanently banished.

Habitat: UnderdarkUrban

BizNicMG

Comments

Posts Quoted:
Reply
Clear All Quotes