Medium Elemental, Unaligned
Armor Class 20 (natural armor)
Hit Points 210 (20d10 + 100)
Speed 30 ft.
STR
24 (+7)
DEX
9 (-1)
CON
20 (+5)
INT
16 (+3)
WIS
19 (+4)
CHA
15 (+2)
Saving Throws INT +8, WIS +9
Skills Arcana +1, Insight +1, Perception +1, Survival +1
Damage Immunities Fire, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Darkvision 120 ft., Passive Perception 18
Languages Celestial, Common, Draconic, Druidic, Infernal, Sylvan
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Corlin fails a saving throw, he can choose to succeed instead.

Devil’s Sight. Magical darkness doesn’t impede Corlin’s darkvision.

Fire Absorption. Whenever Corlin is subjected to fire damage, he takes no damage and instead regains a number of hit points equal to the fire damage dealt.

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

Concentration Obelisks. At the end of each turn, Corlin can transfer any spell that he is currently concentrating on into one of the two Concentration Obelisks in his throne room. The Concentration Obelisks can each hold concentration on one spell for Corlin. The spells cannot be transferred out of the obelisks once they have been placed inside. Either a spell resolves and the obelisk is free to take on a new spell, or Corlin can dismiss the current spell inside the obelisk to place a new one inside.

Last Resort. When Corlin has 50HP or less left at the end of the round, Corlin immediately gains the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of Corlin. If they receive no commands from him, they protect him from harm and attack his enemies. The spell lasts for 1 hour, requiring no concentration, or until he dismisses them (no action required). This ability only activates once.

Actions

Multiattack. Corlin can cast one spell and make two Slam attacks per turn.

Spellcasting. The conjurer casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 18):

Cantrips (at will): light, infestation, primal savagery, produce flame, toll the dead

1st level (4 slots): entangle, ice knife

2nd level (3 slots): hold person, spike growth

3rd level (3 slots): conjure animals, summon fey

4th level (3 slots): conjure minor elementals, conjure woodland beings, summon elemental

5th level (2 slots): control winds

6th level (1 slot): bones of the earth

7th level (1 slot): fire storm

Slam. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

Bonus Actions

Benign Transportation (Recharge 5–6). Corlin teleports, along with any equipment he is carrying and his familiars, up to 30 feet to an unoccupied space that he can see. If he instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.

Legendary Actions

Corlin can take 3 legendary actions per round, choosing to perform a Slam Attack (only dealing half damage) or casting a cantrip. Only one legendary action can be used at a time and only at the end of another creature's turn. Corlin regains legendary actions at the start of his turn.

Slam. (1 action) Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 3) bludgeoning damage.

Cast Cantrip. (2 actions) Corlin reacts to the enemy by unleashing an attack of his own.

Idle_King

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