Lord Of Limbo. When Corvantador drops to 0 hit points or dies, his body is destroyed, but his essence travels back to his domain in Eternus, and he is unable to take physical form for a time.
Banned From Death. Corvantador regenerates 50 hit points at the start of his turn. If Corvantador takes radiant or fire damage, this trait does not function at the start of her next turn. Corvantador only dies if he starts his turn unable to regenerate when at 0 hit points.
Incorporeal Form. Corvantador is not bound by the laws of mortals and as such, can twist and turn in odd ways. He can enlarge himself up to Gargantuan or reduce himself down to Tiny. He can turn invisible at will, move through physical beings and like they weren't there and isn't able to be fully touched unless he allows it. He is even able to slip through the smallest of spaces like a gas.
Divine Talons. All Of Corvantador's natural and weapon attacks are magical.
The Light In The Dark. Corvantador may be a celestial but he is still the lord of death and as a result, has a weakness to spells that emit radiance or fire energy. He is immune to spells of 6th level or lower, unless they cause radiant or fire damage or cast light in any way. He has advantage on saving throws against all other spells and magical effects over 6th level.
Essence Of The Dead. Corvantador is a 20th level spellcaster. His spellcasting ability is Intelligence (Spell Save DC 26, +19 to hit with all spell attacks). He can cast the following spells, requiring no material components.
- Cantrips (at will): All
- 1st level (at will): Armor of Agathys, Arms of Hadar, Bane, Chaos Bolt, Divine Favor, Feather Fall, Hex, Hellish Rebuke
- 2nd level (at will): Blur, Calm Emotions, Darkness, Gentle Repose, Mirror Image, Shadow Blade, Wither And Bloom
- 3rd level (at will): Aura of Vitality, Crusader's Mantle, Fear, Hunger of Hadar, Life Transference, Revivify, Pulse Wave
- 4th level (4 slots): Banishment, Black Tentacles, Blight, Gravity Sinkhole, Sickening Radiance
- 5th level (3 slots): Circle of Power, Danse Macabre, Insect Plague, Reincarnate, Telekinesis
- 6th level (3 slots): Disintegrate, Eyebite, Globe Of Invulnerability, Sunbeam
- 7th level (3 slots): Divine Word, Resurrection, Teleport, Whirlwind
- 8th level (2 slots): Control Weather, Dark Star, Maddening Darkness
- 9th level (2 slots): Ravenous Void, True Polymorph, True Resurrection
Bone Snapping Shape Change (1/Day). Corvantador magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than his own, or back into his true form. Any equipment he is wearing or carrying is absorbed or borne by the new form (Corvantador’s choice). In a new form, Corvantador retains his Ability Scores, Alignment, Hit Points, Hit Dice, Innate Spellcasting, Legendary Resistance, Limited Magical Immunity, Languages, Senses, Proficiencies, as well as this Action, but his AC, movement modes, and other Actions and Legendary Actions are replaced by those of the new form, and Corvantador gains any statistics and capabilities (except Class Features, Legendary Actions, and Lair Actions) that the new form has but that Corvantador lacks.
Multiattack. Corvantador can use his Grizzly Presence. He then makes three attacks: two with his Soulless Claws, and one with his Soulless Beak.
Soulless Claws. Melee Weapon Attack: +19 to Hit, Reach 15ft., one target. Hit: 24 (4d6 +10) Slashing Damage + 18 (3d6+10) Necrotic Damage.
Soulless Beak. Melee Weapon Attack: +19 to Hit, Reach 25ft., one target. Hit: 28 (4d8 +10) Piercing Damage + 18 (3d6+10) Necrotic Damage.
Insidious Blast. RangedWeapon Attack: +15 to hit, range 180/240 ft., 1 target. Hit: 30 (5d6 + 15) Necrotic Damage.
Grizzly Presence. Each creature of Corvantador's choice that is within 200 feet of him and aware of him must succeed on a DC 26 Constitution Saving Throw or become poisoned 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 Corvantador's Grizzly Presence for the next 24 hours.
Wings Of The Reaper. When Corvantador is flying, he can emit a wave of sickening energy from the underside of his wings and spread it around the battlefield. Corvantador moves in a straight line up to 120ft and anyone who he passes over must make a DC 26 Dexterity Saving Throw to dive out of the way of the noxious aura or suffer 36 (3d12) Necrotic Damage + 36 (3d12) Cold damage. Those who succeed do not take any damage.
Ultimate - Don't Fear The Reaper. When Corvantador reaches 250 health, he will gain and use a reaction to immediatly hurl himself into the sky up 20,000 ft, blotting out the sun and casting a wave of darkness over the land, causing a complete solar eclipse. He will then end his current turn and miss his next one, though he can still be attacked and affected if he is able to be reached. During the time he is in the sky, he gains a shield consisting of 200 hit points and if broken, he will fall back to the ground and become staggered for his next turn. On his next turn, he will then begin to descend towards the middle of the arena, landing so hard everyone in a 60 ft radius of him will need to make a DC 20 Dexterity Saving Throw or fall prone, before unleashing a catastrophic wave of pure defilement, death and destruction in a 500 ft radius, forcing everyone to make a DC 30 Constitution Saving Throw or suffer 250 (50d10) Necrotic Damage. He will then be staggered for his next turn as he recovers.
Quicken Spell (5/Day). Corvantador casts one of his spells of 6th level or lower with a casting time of 1 action.
Graveshaker. As a bonus action, Corvantador can stomp down on the earth. Those in a 10 ft radius around him must make a DC 18 Dexterity Saving Throw or be knocked prone.
Supersonic Flyby. Corvantador chooses a location within 120ft of him and takes to the sky, zipping through the air so fast it looks as if he teleport.
Whirlwind Of Death. Corvantador will take briefly to the air and spin around so fast his feathers come flying off of him like blades. Anyone within a 60 ft radius of him must make a DC 18 Strength Saving Throw or be disarmed of their weapons.
Divine Denial. When a creature within 300 ft of Corvantador that he can see targets him with a weapon or spell attack, he can force them to make a DC 20 Wisdom save and on a fail, fail the attack or spell. Creatures immune to charm are immune to this effect and Clerics and Paladin's of The Ordinance Trio immediatly succeed this save.
One With The Shadows. When Corvantador is hit with a melee attack, he can suddenly become corporeal as it passes through him. He then forces the one who attacked him to make a DC 20 Strength Saving Throw or lose their weapon, it being destroyed if non-magical. Radiant weapons immediatly succeed this save.
Legendary Resistance (5/Day). If Corvantador fails a saving throw, he can choose to succeed instead.
Legendary Actions. Corvantador can take 3 legendary actions per round choosing from the list below. Only one legendary action can be used at a time and only at the end of another creature's turn. Corvantador regains spent legendary actions at the start of his turn.
Soulless Claws. Corvantador can attack with his Soulless Claws.
Grave Exchange. Corvantador vanishes and then appears out of any corpse he can see.
Apex Actions. Corvantador is a deity and as such, has access to a special branch of abilities known as Apex Actions. Apex Actions always happen at the beginning of the round and always go before anyone else, unless they rolled a nat 20 on initiative.
Round 1 - Rave In The Grave. Corvantador immediatly begins the battle by summoning 4 Wraiths.
Round 2 - The All-Consuming Darkness. Corvantador will cast the Darkness spell.
Round 3 - For Whom The Bell Tolls. Corvantador will target a creature that he can see and will force them to make a DC 20 Wisdom Saving Throw. On a fail, the creature will have disadvantage for all rolls on their next turn.
Round 4 - Death Waits For No Man. Corvantador will let out a wave of inky blackness onto the ground in a 60 ft radius around him that lasts for the entire round. Those who start their turn in the radius must make a DC 20 Dexterity Throw until they can free themselves of it and any who fail take 20 (2d10+5) Necrotic Damage, healing Corvantador for the same amount.
Additional Rounds - The God Of Death. Corvantador will either make a melee or ranged attack.
Comments