Medium Humanoid, Typically Lawful Evil
Armor Class 22 plate male
Hit Points 500 (40d20 + 240)
Speed 40 ft.
STR
30 (+10)
DEX
18 (+4)
CON
22 (+6)
INT
14 (+2)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws STR +16, CON +12, WIS +9
Skills Athletics +28, Intimidation +16
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Frightened, Paralyzed, Poisoned
Senses Darkvision 60ft, Passive Perception 13
Languages Common, Elvish, Halfling | Sharruth is able to hear and perceive the world around him through Crystal. Sharruth is fluent in every language, but has to take some time to translate to Elvish for Crystal.
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Reckless Attack. When Crystal makes his first attack on his turn, he can decide to attack recklessly, giving himself advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against him have advantage until his next turn.

Rage. Twice per day, as a bonus action, Crystal can enter a rage that lasts for one minute. While raging, he gains advantage on Strength checks and saving throws, as well as a +4 bonus to melee damage rolls. He also gains resistance to bludgeoning, piercing, and slashing damage.

Arcane Blade. Crystal's longsword functions as an arcane focus, allowing him to channel magical energy through it. He gains a +3 bonus to attack and damage rolls made with the sword. Additionally, he can use his bonus action to imbue the sword with additional magic, causing it to deal an additional 4d6 force damage on a hit. This effect lasts for one minute or until Crystal uses his bonus action to end it.

Possessed by Sharruth. Crystal is currently possessed by an elder-god fire dragon named Sharruth. This grants him resistance to fire damage and immunity to being frightened. Sharruth can communicate telepathically with Crystal and can control his actions if he chooses to do so.

Dragon Ward. Sharruth has granted Crystal the power to ward himself against dragon attacks. He gains resistance to fire damage and has advantage on saving throws against the breath weapons of dragons.

Spellcasting. Crystal is a 20th-level Warlock. His spellcasting ability is his Charisma. Crystal has following spells prepared:


Cantrips (at will): eldritch blast, mage hand, prestidigitation


1st-level (4 slots): armor of Agathys, hex, hellish rebuke, unseen servant


2nd-level (3 slots): hold person, invisibility, mirror image


3rd-level (3 slots): counterspell, fly, hunger of Hadar


4th-level (3 slots): banishment, blight, dimension door


5th-level (2 slots): dominate person, hold monster


6th-level (1 slot): circle of death

Actions

Multi-Attack. Crystal makes three actions per turn: Three attacks with his longsword, or two attacks with his longsword and one with his breath weapon.

 

Longsword. Melee Weapon Attack: +23 to hit, reach 5 ft., one target. Hit: 15 (2d8+10) slashing damage plus 7 (2d6) fire damage.

 

Breath Weapon (Recharge 5-6). Crystal can use an action to exhale destructive energy in a 60-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.

Legendary Actions

Legendary Actions (3/round).
Crystal 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. Crystal regains spent legendary actions at the start of his turn.

Move. Crystal moves up to his speed without provoking opportunity attacks.


Longsword Attack. Crystal makes one extra longsword attack.


Breath Weapon (Costs 2 actions). Crystal uses his breath weapon.

Mythic Actions

True Suffering (Costs 3 Actions). Crystal and Sharruth unleash a wave of pure agony, suffering, and fire, causing all creatures within a 60-foot radius to make a Wisdom saving throw (DC 25). On a failed save, creatures takes 10d10 fire damage and are stunned for one minute. On a successful save, creatures take half damage and are not stunned. Additionally, creatures that fail the save have disadvantage on all attacks and ability checks for one minute due to the overwhelming pain. This ability can only be used once per long rest.

Description

Crystal is a medium-sized half-elf who wears heavy plate armor ever since being corrupt by Sharruth. Crystal has pale, white skin and green hair, with his eyes glowing with orange fire. Crystal wields an intricate longsword that has the spirit of Sharruth, an elder-god fire dragon inside of it. Sharruth also exists as part of Crystal.

Sharruth only exists in spirit form, as their physical form is long dead. Although Sharruth could still interact with everything around them, most of their soul now resides in the sword and Crystal.

They are both able to telepathically communicate with each other, but only Crystal can speak verbally; anyone however, can communicate telepathically with both Crystal and Sharruth if they are in contact with the hilt of the longsword.

Although he is currently possessed, Crystal can still move, speak, act, and think for himself, and shares a tight-knit bond with Sharruth. Although Sharruth can speak through Crystal, and control his body, they often function on the same wavelength.

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.

Crystal_the_Erudite