Huge Undead (Adult Chromatic), Neutral Evil
Armor Class 21 Natural Armor
Hit Points 220 (20d8 + 120)
Speed 40 ft., Fly 100 ft.
STR
24 (+7)
DEX
14 (+2)
CON
22 (+6)
INT
24 (+7)
WIS
20 (+5)
CHA
20 (+5)
Saving Throws DEX +9, CON +13, WIS +12
Skills Arcana +15, Insight +11, Perception +11
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Magic Weapons
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 60ft., Darkvision 120ft., Truesight 120ft., Passive Perception 21
Languages All
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Magic Resistance. Crosis has advantage on saving throws against spells and other magical effects.

Innate Spellcasting. Crosis can innately cast the following spells, requiring no material components:

  • At will: counterspell, detect magic, dispel magic, mage hand, message, prestidigitation
  • 3/day each: blight, fireball, fly, lightning bolt, telekinesis, telepathy, teleport
  • 1/day each: meteor swarm, power word kill, time stop

Magic Resistance. Crosis has advantage on saving throws against spells and other magical effects.

 

Legendary Resistance (3/day). If Crosis fails a saving throw, it can choose to succeed instead.

Regeneration. Crosis regains 20 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. Crosis can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 7) piercing damage plus 21 (6d6) necrotic damage. The target must succeed on a DC 22 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 a success.

Claw. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 7) slashing damage plus 21 (6d6) necrotic damage.

Frightful Presence(Recharge: Roll above 17 in a d20). Each creature of Crosis's choice within 120 feet of it and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Crosis's Frightful Presence for the next 24 hours.

Legendary Actions

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

Detect. Crosis makes a Wisdom (Perception) check.

Claw (Costs 2 actions). Crosis makes two claw attacks.

Teleport (Costs 3 actions). Crosis magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

 

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

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

Corrupting Miasma. Crosis unleashes a cloud of necrotic energy that fills the room. Each creature within 120 feet of Crosis must make a DC 22 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much on a successful one. A creature that fails the save is also poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Telekinesis. Crosis can use its telekinesis innate spellcasting ability as a lair action, without using an action to cast the spell.

Undead Army. Crosis raises 1d4+1 zombies or skeletons from the ground within 120 feet of it. The undead immediately obey Crosis's commands until destroyed.

Regional Effects

The region around Crosis's lair is warped by its magic, which creates one or more of the following effects:

Necrotic Aura. The air within 1 mile of the lair is permeated with the stench of death. Creatures within this area have disadvantage on saving throws against being poisoned.

Undead Presence. Undead creatures are drawn to the area within 1 mile of the lair, and Crosis can communicate with them as if they shared a language.

Dark Magic. Magic spells that deal necrotic damage are more potent within 1 mile of the lair. Such spells deal an additional 1d10 necrotic damage.

Crosis's Lair

Crosis lairs in the darkest, most forsaken places. The entrance to its lair is guarded by undead minions, and traps and wards litter the approach. Once inside, its lair is an ever-shifting maze of corridors, with traps and hazards lurking in every shadow. Its inner sanctum is a dark chamber, filled with the echoes of screams and the sickly-sweet scent of decay. Within this chamber, Crosis hoards its treasures, including magical artifacts and cursed relics of unspeakable power.

renatoptsousa

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