Large Construct (Any Race, Ranger), Neutral Evil
Armor Class 22 plate
Hit Points 183 (26d10 + 40)
Speed 1672 ft., (Jet engine)
STR
20 (+5)
DEX
24 (+7)
CON
20 (+5)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws DEX +15, CHA +11
Damage Resistances Acid, Bludgeoning, Cold, Fire, Thunder
Damage Immunities Necrotic, Poison, Psychic, Slashing
Senses Unknown Radar, 10 000 feet in every direction, but can only detect large or larger objects, Passive Perception 20
Languages Knows whatever language he needs to insult his enemies, especially mercenaries
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

Pilot Crimson 1 is a medium sized creature with the same statistic as a noble. This statblock represents the jet fighter he's piloting. As such, killing the plane might not mean absolute victory yet, only that he's been defeated and lost his airplane for now. He cannot be targeted while within the plane, as it's moving far too fast for that.

Projection Crimson 1 can select a creature he fought before as his obsession. While obsessed, he's locked into a hostile stance against that creature, and is immune to any effects that would change this attitude.

Locked speed Crimson 1 can't use a dash action.

Flying experience. Range of all Crimson 1's missile attacks are doubled against flying targets.

Actions

Multiattack. Crimson 1 makes 12 missile attacks. He has a supply of 128 missiles.

Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 55 (10d6 + 0) bludgeoning damage, and Crimson 1 receives 28 (5d6+ 0) bludgeoning damage

Missile. Ranged Weapon Attack: +14 to hit, range 100/500 ft., one target. Hit: 10 (1d6 + 6) bludgeoning damage. If the attack hits, all creatures within 10ft must make a DC 23 dexterity saving throw, receiving 14 (4d6 ) fire damage on failure, or half that much on a success.

 

Reactions

Ace After making a dexterity saving throw or a dextrerity check to maneuvre vehicle, Crimson 1 can roll an additional d20 and choose whichever roll he prefers.

Legendary Actions

Crimson 1 has 7 legendary actions, and recharges all of them at the start of every third round and at the start of combat (So roughly every 18 seconds).

Railgun (Cost: 2). All creatures within a 5ft wide, 200ft long line must make a DC 23 dexterity saving throw, receiving 55 (10d8 + 10) lighting damage on failure, and no damage on success.

Maneuver (Cost: 1). Crimson 1 moves up to his speed.

Forcefield (Cost: 5). Select a point within 200ft of you. A sphere of energy covers everything within 50ft of it in every direction. Whenever a creature starts it's turn within the area, or moves into it within it's turn, it receives 10 lightning and 10 force damage (No saving throw). Repeat 3 times.

All 3 forcefields disappear whenever Crimson 1 recharges his legendary actions.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Crimson 1 is an ace pilot of the federation peacekeepers and the final boss of the "Project Wingman" videogame, and has the most banger soundtrack known to man. He pilots a highly experimental jet fighter, ornated with the symbol of crimson squadron- a crimson butterfly, deceptively similiar to a crown, with a star following closely after it.

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.

Starhal

Comments

Posts Quoted:
Reply
Clear All Quotes