Legendary Resistance (3/day). If the Pale Crow fails a saving throw, she can choose to succeed
Rejuvenation. Upon destruction, if the Pale Crow's phylactery is intact and sated, the Pale Crow gains a new body in 1d10 days, regaining all her hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The Pale Crow is a 20th-level spellcaster. Her spellcasting ability is intelligence (spell save DC 21, +15 to hit with spell attacks). The Pale Crow has following Wizard and Artificer spells prepared:
Cantrips (at will): Chill Touch, Fire Bolt, Frostbite, Message, Minor Illusion, Prestidigitation, Toll the Dead
1st level (4 slots): Absorb Elements, Comprehend Languages, Cure Wounds, Detect Magic, Feather Fall, Find Familiar, Floating Disk, Grease, Guiding Bolt, Identify, Illusory Script, Inflict Wounds, Sanctuary, Shield, Unseen Servant
2nd level (4 slots): Blur, Hold Person, Invisibility, Mirror Image, Rime's Binding Ice, Scorching Ray
3rd level (3 slots): Animate Dead, Counterspell, Fireball, Leomund's Tiny Hut, Phantom Steed, Thunder Step
4th level (3 slots): Blight, Dimension Door, Raulothim's Psychic Lance, Resilient Sphere
5th level (3 slots): Steel Wind Strike, Animate Objects
6th level (2 slots): Circle of Death, Tasha's Otherworldly Guise
7th level (2 slots): Crown of Stars, Finger of Death
8th level (1 slot): Abi-Dalzim's Horrid Wilting
9th level (1 slot): Foresight, Power Word Kill, Wish
Awakened Spellbook. The Pale Crow's mastery over the arcane has given her an incomprehensible level of control over the spells she casts, granting her the following abilities:
Spell Shaping. When expending a spell slot to cast a spell, the Pale Crow can replace the spell's damage type with any other damage type.
Ritual Casting (1/day). When casting a spell with the ritual tag, the Pale Crow can use the spell's normal casting time.
Manifest Mind Spellcasting (6/day). While the Pale Crow's Manifested Mind is active, she can cast any of her normal spells from the Mind's space rather than her own.
Staff of the Magi (50 Charges) The Pale Crow is in possession of the Staff of the Magi, which grants her a +2 to spell attack rolls and advantage against staving throws against spells. In addition, the Pale Crow can cast the following spells from the staff by spending the corresponding number of charges. These spells cannot be affected by Spell Shaping, Ritual Casting or Manifest Mind Spellcasting.
At will: Light, Mage Hand, Detect Magic, Protection from Evil and Good, Arcane Lock, Enlarge/Reduce
2 charges: Flaming Sphere, Invisibility, Knock, Web
3 charges: Dispel Magic
4 charges: Ice Storm, Wall of fire
5 charges: Passwall, Telekinesis
7 charges: Conjure Elemental, Fireball (at 7th level), Lightning Bolt (at 7th level), Plane Shift
Turn Resistance. The Pale Crow has advantage on saving throws against any effect that turns undead.
Ring of Protection. The Pale Crow has a +1 bonus to her AC and all saving throws. Should the ring be removed, these saving throws will revert to normal and the Pale Crow will suffer a -1 penalty to its AC.
Spell Mastery: Blur. The Pale Crow casts Blur on itself
Talonspear +3. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 creature. Hit: 6 (1d6 + 2) piercing damage.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., 1 creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be Paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, the target cannot become paralyzed in this way for the next 1 hour.
Staff of the Magi: Retributive Strike. The Pale Crow shatters the Staff of the Magi, releasing all of its remaining magic in a violent explosion spanning a 30 foot radius. Every creature in the radius of the blast must make a DC17 dexterity saving throw. On a failed save, the creature takes force damage equal to the number of charges multiplied by a number corresponding to its distance away (x8 for 10 ft. or closer, x6 for 11-20 ft., x4 for 21-30 ft.) There is a 50 percent chance that the Pale Crow is instantly shunted into a random plane of existence, avoiding the explosion. If she fails to avoid the explosion in this way, she takes force damage equal to 16x the number of charges left in the staff.
Manifest Mind: Summon (1/day). The Pale Crow conjures forth its Awakened Spellbook, which manifests as a tiny spectral shuffling deck of cards in any unoccupied space within 60 feet of the Pale Crow. The spectral deck is intangible and doesn't occupy its space, and it sheds a dim light in a 10 ft. radius. The spectral deck has darkvision with a range of 60 feet and can telepathically share what it sees and hears with the Pale Crow. The spectral deck stops manifesting if it is ever more than 300 ft. away from the Pale Crow, is targeted by Dispel Magic, if the Awakened Spellbook is destroyed or if the Pale Crow is destroyed. The Pale Crow can expend a spell slot of any level to resummon this spectral deck as a bonus action.
Manifest Mind: Move. The Pale Crow moves the manifested mind up to 30 ft. to an unoccupied space it can see. The manifested mind can move through creatures but not objects.
Spell Mastery: Shield. The Pale Crow casts Shield on herself.
Staff of the Magi: Spell Absorption. While the Pale Crow is holding the Staff of the Magi as a spell is cast that targets her and only her, she can use her reaction to absorb the magic of the spell and cancel its effect, giving the staff a number of charges equal to the spell's level. If doing so brings the staff's total number of charges above 50, however, the spell explodes as if she had activated Retributive Strike.
The Pale Crow 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 Pale Crow regains spent legendary actions at the start of her turn.
Cantrip. The lich casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Pale Crow uses Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). The Pale Crow fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to the Pale Crow's gaze for the next 24 hours.
Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the Pale Crow must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Comments