Magic Resistance. Cresulon has advantage on saving throws against spells and other magical effects.
Sun's Presence. While the sun is out or it is daytime, Cresulon regains 1d10 hit points at the start of his turn. If he is at maximum hit points, he gains 1d10 temporary hit points instead. Cresulon does not get this bonus if he is encountered at night or if a blood moon is visible in the sky.
Tecahet's Intervention. The damage-dealing part of the spell Moonbeam automatically deals critical damage to Cresulon regardless of roll outcome.
Tricky Devil. In the event that Cresulon is reduced to less than half of his base hit points, he has the ability to remove his head as a free action. The head can only speak and perform the Fire Breath attack. The body acts independently and can perform any other action without issue. The head and body share the same health pool and initiative count, and it is the DM's choice to pick if either the head or body makes an action when it is Cresulon's turn.
Multiattack. Cresulon can use Frightful Presence. He then can make two attacks of his choice.
Frightful Presence. Each creature that is within 80 feet of Cresulon and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to Cresulon's Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5–6). Cresulon exhales fire in a 40-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.
Spellcasting. Cresulon casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 22):
At Will: Burning Hands, Control Flames, Daylight,Flame Blade,Heat Metal, Produce Flame, Sacred Flame, Sunbeam, Sunburst
2/Day each: Counterspell, Dispel Magic, Hex, Incendiary Cloud, Investiture of Flame, Wall of Fire
Sun God Slam. Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage plus 7 (2d6) fire damage.
Grapple Attempt. If a creature size Large or smaller moves within 5 feet of Cresulon, he may attempt to Grapple them with advantage.
Cresulon can take 3 mythic actions, choosing from the options below. Only one mythic action option can be used at a time and only at the end of another creature's turn. Cresulon regains spent legendary actions at the start of his turn.
Additional Attack. Cresulon can perform another physical attack or cast another spell.
Summon Fiend (Costs 2 Actions). Cresulon can summon a fiend (of the DM's choice) with a Challenge Rating between 1-15 to aid him in battle. Only one fiend can be on the battlefield at a time, and automatically dissapears after 5 turns of combat, or if Cresulon reaches 0 hit points.
Touchdown (Costs 3 Actions). Cresulon charges forward up to a maximum of 20 feet in a straight line, and does not active any reactions. Any creature in the path of Cresulon's charge must succeed on a DC 18 Dexterity saving throw. If they fail, they take 3d8 bludgeoning damage and are knocked prone (neither of these things happen if they succeed). Once Cresulon reaches the intended 20 feet, he then leaps forward an additional 10 feet and causes the ground to crumble when he lands. Any creature within 5 feet of Cresulon as he lands must succeed on a DC 21 Dexterity saving throw. If they fail, they take 5d6 bludgeoning damage, an additional 5d6 fire damage, and are knocked prone. If they succeed, the damage is halved and they avoid being knocked prone. (Note: Cresulon can only perform this mythic action if nothing obscures his path.)
Description
Standing at 10 feet tall with a body decorated in tribal tattoos and an ox-like skull for a head, Cresulon takes this mortal form to take a break from being the sun itself in order to cause some chaos. Very, very few have managed to survive an enounter with Cresulon in this form.
Lair and Lair Actions
Temple of Cresulon
Eons ago, Cresulon was worshipped by an ancient society that consisted of bloodthirsty warriors and evil magicians. They would sacrifice innocent people in Cresulon's name in a large fire pit in order to gain the Sun Devil's favor. However, this society has been long dead, and the temple Cresulon was worshipped at has fallen to ruin. It lies deep below underground, with its entrance marked by a symbol in the shape of a sun.
If Cresulon is encountered in his temple, he can disregard all of his standard actions or mythic actions in favor of any of the following lair actions:
- A huge burst of flames emenate from the fire pit ,creating a 20-foot-high, 5-foot-radius column. Each creature in the column’s area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. In addition, all creatures within the lair gain vulnerabiltiy to fire attacks for the next 2 turns of combat.
- A tremor shakes the lair in a 60-foot radius around Cresulon. Each creature other than Cresulon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
- The fire pit shoots a beam of pure sunlight that reflect off the walls of the lair, automatically targeting any creature hostile to Cresulon. All of these creatures must succeed on a DC 16 Dexterity or Constitution saving throw or be blinded.
The region containing the temple may become affected to any of the following phenomena if Cresulon is within the temple:
- Small earthquakes are common within 5 miles of the temple.
- Water sources within 1 mile of the temple dry up, and the air becomes unbearably hot.
- Increased presence of demons and demonic phenomena such as possessions.
- A solar eclipse occurs.
- If it is nighttime, the moon is not visible.
If Cresulon is defeated, these effects fade immediately.
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