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
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
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.
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