Medium unknown (Beholder), Chaotic Evil
Armor Class 16 Natural
Hit Points 100 (4d20)
Speed 60 ft.
STR
18 (+4)
DEX
18 (+4)
CON
18 (+4)
INT
25 (+7)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws INT +16
Skills Intimidation +20
Damage Vulnerabilities Radiant
Senses Passive Perception 18
Languages Abyssal, Celestial, Common
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Evil flesh. All unarmed attacks upon this creature will result in the attackers instant death

Spellcasting. corruptiongheistis a 9-level spellcaster. Its spellcasting ability is [ability score] (spell save DC 17, +2 to hit with spell attacks). Corruptionghiest has following spells prepared at all times:

Available spells: Magic Jar, Heat Metal, Glibness, Imprisonment, Disintegrate(only once), Create Greater undead, Teleportation Circle

Unique spells: nothing personal: teleport behind the target and stun them

 

Actions

Sythe toss. The user throws the main weapon like a moomerang allowing for ranged melee attacks with disadvantage (if failed the target may steal the weapon)

Action Melee Attack. Sythe slash Attack: 4  to hit, reach 12 ft., ∞ target. Hit: (1d20 + 5) slashing damage. (Inflicts bleed)

Action Ranged Attack. Sythe blast Attack: +2 to hit, range #/# ft., # target. Hit: # (#d# + #) necrotic damage.(inflicts stun)

Bonus Actions

It's personal now kiddo: spell nothing personal will grant a bonus attack before turn ends although can only activate after being hit twice

Reactions

360° veiw. All attacks to monsters back will be reflected

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

The source of all evil

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.

famous_conqueror

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