Legendary Resistance (3/day). If the Corrupted Keeper fails a saving throw it can choose to succeed instead.
Magic Resistance: The Corrupted Keeper had advantage to saving throws against spells and magical effects.
Draining Aura: Creatures that start their turns within 20ft of the Corrupted Keeper must succeed on a DC 18 Constitution saving throw, on a failed save the creatures speed is reduced by half (rounded down) and all attack rolls or saving throws made are made with disadvantage, this effect lasts for 1minute. Creatures repeat this save at the end of each of their turns, on a success the effect ends, and they cannot be affected by this aura again for 24 hours.
Multiattack: The Corrupted Keeper makes 2 Slam attacks.
Slam: Melee Weapon Attack, 10ft reach; +10 to hit, one target. Hit: 3d10+5 bludgeoning damage.
Crushing Stomp: All creatures within 15ft of the Corrupted Keeper must make a DC 18 Strength saving throw, taking 3d12 bludgeoning damage and are knocked back 15ft and knocked prone on a failed save and half as much damage and not knocked back or knocked prone on a successful one.
Petrifying Breath (Recharge 5 or 6): The Corrupted Keeper exhales petrifying gas in a 30ft cone. Creatures within this area must succeed on a DC 18 Constitution saving throw or become Restrained and begin to turn to stone. The Restrained target repeats this save at the end of its next turn, on a success the effect ends on the target. On a failed save the creature turns to stone and is Petrified until freed by the greater restoration spell or other magic.
The Corrupted Keeper 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 creatures turn. The Corrupted Keeper regains spent legendary actions at the start of its turn.
- Slam (1 action): The Corrupted Keeper makes one slam attack.
- Divine Leap (2 actions): The Corrupted Keeper makes a leap up-to 30ft to a location it can see. Creatures within 15ft of this location must make a DC 17 Dexterity saving throw, taking 6d6 bludgeoning damage on a failed save or half as much on a successful one. If a creature fails the saving throw by 5 or more it is knocked prone and is restrained under the Corrupted Keeper (DC 15 Strength save to escape as an action).
- Tremor (2 actions): The Corrupted Keeper violently shakes the ground in a 10ft wide 60ft line in a direction it chooses. Creatures in this line must make a DC 17 Strength saving throw, taking 4d8 bludgeoning damage on a failed save and half as much damage on a success. If the creature fails the saving throw by 5 or more it is stunned until the start of its next turn.
Previous Versions
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7/9/2022 8:08:37 AM
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7/11/2022 2:50:52 PM
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7/28/2022 9:30:34 AM
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9/23/2022 7:23:10 AM
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10/8/2022 8:50:32 AM
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12/27/2022 1:59:03 PM
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