Tiny Construct, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 147 (15d10 + 50)
Speed 20 ft., Fly 20 ft.
STR
6 (-2)
DEX
12 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws CON +8, WIS +10, CHA +10
Skills Perception +10, Stealth +7
Damage Vulnerabilities Fire
Damage Resistances Cold, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic, Poison
Condition Immunities Charmed, Petrified, Poisoned
Senses Darkvision 120 ft., Truesight, Passive Perception 20
Languages Abyssal, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The Corvus' innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:

At will: levitate, invisibility

 

Cantrips (at will): eldritch blast, chill touch, booming blade, vicious mockery

1st level (0 slots): arms of hadar, hellish rebuke, hex

2nd level (0 slots): hold person, darkness 

3rd level (0 slots): counterspell, enemies abound, fear, spirit shroud

4th level (0 slots): raulothim's psychic lance, sickening radiance, banishment*

5th level (4 slots): synaptic static, scrying, wall of force

6th level (1 slot): eyebite

7th level (1 slot): power word pain

8th level (1 slot): maddening darkness

Legendary Resistance (3/Day). If the Corvus fails a saving throw, he can choose to succeed instead.

Invocations:  Agonizing Blast, Ascendent Step, Devil's Sight, Eldritch Mind, Repelling Blast, Shroud of Shadow, Witch's Sight

Fey Prescence, Misty Escape, Beguiling Defense, Dark Delirium

Actions

 

Iron Beak. Melee Weapon Attack: +10 to hit, reach 5 ft.  one target. Hit:  12(1d6 + 8) piercing damage.

Transfer essence (Recharge 5–6). Transfer essence to different puppet. Current puppet is destroyed

Legendary Actions

Corvus 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 Corvus regains spent legendary actions at the start of its turn.

Cast Cantrip. Cast a cantrip

Activate Ability. Activate a current spell or use invocation spell

Cast Spell (Costs 2 Actions). Can use a level 5 spell slot or higher  

 

Lair and Lair Actions

Corvus has the most *****ing doll house filled with other puppets that can be used to **** with intruders

Lair Actions

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

  • Inactive puppets swarm one creature. The creature must succeed on a DC 18 Dexterity saving throw or take 20 (6d6) piercing damage. If there are less than 6 inactive puppets remaining remove one d6 from the damage roll
  • Inactive puppets laugh at the enemies. Each creature for at least one puppet must succeed on a DC 18 Wisdom saving throw or take 13 (6d4) psychic damage. 

 

cjkelly41

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