Medium Monstrosity, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 208 (24d8 + 96)
Speed 40 ft.
STR
16 (+3)
DEX
24 (+7)
CON
18 (+4)
INT
22 (+6)
WIS
20 (+5)
CHA
22 (+6)
Saving Throws DEX +13, INT +12, WIS +11
Skills Deception +18, Insight +11, Perception +11, Stealth +19
Damage Resistances Necrotic, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120, Passive Perception 21
Languages Common, Elvish, Thieves' Cant
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Chosen of the Phoenix King. Crissalaud cannot be die unless he is subjected to a void effect first. 

Master of the Flameshadows (recharges on a short or long rest). When Crissalaud is reduced to 0 hit points, he doesn't die or fall unconscious. Instead, Crissalaud regains 208 hit points and his body becomes engulfed in golden flames, conjuring swirling shades all around him, creating 4 crissalaud flameshades. In this state, Crissalaud's speed cannot be reduced and he is immune to the paralyzed and restrained conditions. Whenever Crissalaud moves in this state, he creates a flameshade copy of himself where his movement started. This flameshade has 104 hit points but otherwise shares his characteristics. At the end of the initiative order, this flameshade may take its turn. The flameshade disappears at the start of Crissalaud's next turn.

Elusive. No attack roll has advantage against Crissalaud unless he is incapacitated.

Innate Spellcasting. Crissalaud's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:

At will: detect thoughts, encode thoughts, freedom of movement, mind sliver (4d6)
3/day each: blur, confusion, mirror image, phantasmal killer
1/day each: modify memory, Rary's telepathic bond, weird, mental prison

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

Psychic Defenses. Unless Crissalaud is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Crisslaud only if he allows it.

Actions

Multiattack. Crissalaud makes three shortsword attacks.

Shortsword. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Crissalaud's next turn.

Flameshadow Conjuring (recharges on a long rest). Crissalaud targets up to 10 creatures that he has encountered at least once before and conjures a simulacrum of those creatures. The simulacrum has the same hit points, proficiency bonus, ability scores, and abilities as the original creature.

Storm of Shades (only when Master of the Flameshadows is active, recharge 5-6). Crissalaud splays his arms wide and unleashes a torrent of striking flameshades in a 60 foot cone in front of him. Each creature in this cone takes two attacks from Crissalaud's shortsword attack, but the damage is fire damage.

Bonus Actions

Golden Step (3/day). Crissalaud may teleport to any one location that he has seen before within 100 miles, or he may return to his sanctum at the Crossroads of Destiny.

Legendary Actions
Crissalaud can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Crissalaud regains spent legendary actions at the start of its turn.
  • Attack. Crissalaud makes a weapon attack.

  • Cast a Spell (Costs 2 Actions). Crissalaud casts one of his innate spells.

  • Dancing Flameshades (Costs 3 Actions). Crissalaud rapidly takes conjures the swirling form of dozens of flameshades around him, lashing out at all nearby. Each creature within 10 feet of Crissalaud must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) fire damage.

Lair and Lair Actions

On initiative count 20 (losing initiative ties) while in his lair, Crissalaud can take one of the following lair actions; he can't take the same lair action two rounds in a row:

  • Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.

  • Snares. Hidden snares target up to three creatures Crissalaud can see in the lair. Each creature must succeed on a DC 15 Strength saving throw or have the grappled condition (escape DC 15) and the restrained condition until it escapes or the snare holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.

  • Traps. Traps target up to two creatures Crissalaud can see in the lair. Each target must succeed on a DC 15 Dexterity saving throw or be struck by a trap. Creatures that fail the save take 21 (6d6) points of damage. The damage is bludgeoning, piercing, slashing, fire, or poison, chosen by Crissalaud when he uses this action.

CorzakTheMighty

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