Prescient. Cormo cannot be surprised and always goes first in initiative order.
Augmented Critical. Cormo attacks score a critical hit on a die roll of 18–20, and on a critical hit it rolls damage dice three times, instead of twice.
Elder of Annihilation. Cormo ignores all other creatures' damage resistances and immunities.
Legendary Resistance (5/Day). If Cormo fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. Cormo can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Reflective Carapace. Any time Cormo is targeted by a magic missle spell, a line spell, or a spell that requires a ranged attack roll, roll a d12. On a 1 to 10, Cormo is unaffected. On an 11 or 12, Cormo is unaffected, and the effect is reflected back at the caster as though it originated from Cormo, turning the caster into the target.
Reactive. Cormo can take one reaction per turn, instead of one per round.
Regeneration. Cormo regains 80 hit points at the start of its turn if it has at least 1 hit point remaining.
Siege Monster. Cormo deals double damage to objects and structures.
Force Aura. When Cormo is within 30 feet of any enemy's space for the first time on a turn, the enemy must succeed on a DC 27 Constitution saving throw or take 65 (10d10+10) force damage and be knocked prone.
Multiattack. Cormo can use its Frightful Presence. It then makes five attacks.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 49 (6d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 30). Until this grapple ends, the target is restrained, and Cormo can't bite another target.
Horns. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 43 (6d10 + 10) piercing damage.
Force Blast. Ranged Weapon Attack: +19 to hit, range 360/1440 ft., one target. Hit: 49 (6d12 + 10) force damage.
Frightful Presence. Each creature of Cormo's choice within 240 feet of it and aware of it must succeed on a DC 25 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Cormo is within line of sight, 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 Cormo's Frightful Presence for the next 24 hours.
Annihilation Breath (Recharge 4-6). Cormo exhales pure energy in a 240-foot cone. Each creature in that area must make a DC 27 Constitution saving throw, taking 410 (40d20) force damage on a failed save, or half as much damage on a successful one. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature is reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. Cormo's annihilation breath automatically disintegrates nonmagical objects or creations of magical force.
Final Blow. Cormo powers up Ragora's next attack with its annihilation breath if available adding it's damage to her next attack, when this bonus action is taken Cormo can't take actions until his next turn.
Frenzied Attack. When Cormo is dealt damage that reduces it to half its hit point maximum or lower, it regains a use of annihilation Breath and can use it against the creature.
Cormo can take 5 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. Cormo regains spent legendary actions at the start of its turn.
Attack. Cormo makes one attack.
Move. Cormo moves up to half its speed.
Annihilation Breath (Costs 3 Actions). Cormo makes an attack with its annihilation breath.
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