Blood War. When the Crelsh is hit with either radiant or necrotic damage it becomes immune to the other damage for the next 2 rounds.
Insanity. The Crelsh is insane with the blood of celestials and the blood of demons battling within it, it is too insane to be affected by psychic damage and it cannot be Charmed, Frightened, Petrified or stunned.
Mutual Goals. When the Crelsh is below 50 hit points his celestial and fiendish sides agree to work together to survive, whenever the Crelsh makes an attack using necrotic or radiant damage while this trait is active, it does radiant and necrotic damage. (i.e. an attack that does 4d10 radiant damage, would also do 4d10 necrotic damage.)
True Form. The Crelsh lets out a blast of energy that heals everyone in the vacinity for 2d10+5 hit points, but for the next 3 turns, the crelsh crits every single attack.
Paradoxical Sword. The Crelsh swings a sword made of two metals, one is celestial bronze and the other is Abyssal Steel. The Sword is a paradox because it is impossible to join such opposing metals. Melee Weapon Attack: +6 to hit, reach 8 ft., 1 target. Hit: # (2d10 + 4) necrotic or radiant damage, (whichever the target is more vulnerable to).
Radiant Blast. The Crelsh points its weapon at one enemy and a beam of radiant energy blasts from the weapon. Ranged Weapon Attack: +8 to hit, range 80/200 ft., 1 target. Hit: 28 (4d10 + 6) radiant damage.
Necrotic Curse. The Crelsh speaks scathing words of power and the target must make a DC 14 constitution saving throw, on a fail the target takes (8d10+10) necrotic damage on a success the target takes half that damage.
Burst of speed. The Crelsh can perform two attacks in the same turn, they cant be the same attack (Costs 1 Action)
Blood Takeover. The Crelsh gives into either his celestial or fiendish blood and has double damage on any attack that includes radiant if it gives into celestial blood or necrotic if it gives into fiendish blood. If the Crelsh's Mutual Goals trait is in effect this effect stacks but for both kinds of damage. (Costs 3 Actions)
Flight. The Crelsh Flaps his wings hard and it boosts his movement and he can move double his walking speed forward (Costs 1 Action).
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
Crelsh are created when an angel is experimented on by a extremely powerful demon, devil or fiend. The demon, devil or fiend insert their own blood into the angel which causes the angels very blood to fight itself. The Crelsh is then insane with the amount of pain it experiences, the only way the stop the pain is to kill and absorb the spirits of other beings. The Crelsh is about 12 ft. tall with a 25 ft. wingspan its wings have white-gold and red-black fethers, it has a perfect face that is constantly contorted in a silent scream of agony. The Crelsh constantly twitches and mutters to itself and referring to itself in the third person.
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.
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