Medium Undead
Armor Class 20 Natural Armor
Hit Points 550 (22d8 + 6)
Speed 50 ft., Climb 50 ft.
STR
20 (+5)
DEX
20 (+5)
CON
20 (+5)
INT
1 (-5)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws STR +9, DEX +9, CON +9, WIS +7
Damage Immunities Necrotic
Condition Immunities Charmed, Exhaustion, Frightened, Stunned
Senses Passive Perception 13
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Ambusher. The Astral Craven has advantage on attack rolls against any creature it has surprised.

Fragile Regeneration. The Astral Craven regains 10 hit points at the start of each turn if it hasn't been hit with an attack this round.

Turn Resistance. The Astral Craven is immune to effects that turn undead.

Legendary Resistance (3/Day). If the Astral Craven fails a saving throw, it can choose to succeed instead.

Actions

Astral Warp. When the Astral Craven is in dim light or darkness, it can use an action to shift into the astral plane. It will remain there until the end of its next turn and it can use a bonus action to return to the material plane.

Multiattack. The Astral Craven can make two attacks: one with its bite and one with its claws.

Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.

Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Howl (Recharge 5–6). The Astral Craven emits a bloodcurdling howl. Each creature within 30 ft. of the Astral Craven that can hear the howl must make a DC 19 Dexterity saving throw or take 9(2d8) psychic damage.

Pounce.  If the Astral Craven moves at least 25 ft. in a straight line towards a target and successfully hits with a Claw attack, the target takes an additional 9(2d8) slashing damage. The target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is knocked prone the Astral Craven can make a Bite attack against them as a bonus action.

Bonus Actions

Astral Cloak (Recharge 5–6). As a bonus action the Astral Craven wraps itself in the nothingness of the astral sea to turn invisible until it makes its next attack.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

The Astral Craven can take 3 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. The Astral Craven regains spent legendary actions at the start of its turn.

Life Drain. The Astral Craven targets two creatures within 100 ft. of it. Each target must succeed on a DC 19 Constitution saving throw or 3d6 necrotic damage, and the Astral Craven regains hit points equal to the total damage dealt to both targets.

Phantasmal Force. The Astral Craven casts Phantasmal Force without need for material or verbal components.

Vile Curse (Costs 3 Actions). The Astral Craven targets one creature it can see within 30 ft. of it. The target must succeed on a DC 19 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The cursed target can repeat the saving throw at the end of each of its turn, ending the curse on a success.

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

Enter a general description for your monster here.

Lair and Lair Actions

When fighting inside its lair, the monster can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the monster can take one lair action to cause one of the following effects:
• Magical darkness spreads from a point the Astral Craven chooses within 60 feet of it, filling a 15-foot-radius sphere until the Astral Craven dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
The monster can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.

Previous Versions

Name Date Modified Views Adds Version Actions
11/20/2023 2:15:04 AM
22
1
2.0
Coming Soon
diaza6560

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