Medium Fey
Armor Class 18 Natural armor
Hit Points 224 (20d12)
Speed 40 ft.
STR
18 (+4)
DEX
23 (+6)
CON
18 (+4)
INT
24 (+7)
WIS
20 (+5)
CHA
27 (+8)
Saving Throws DEX +11, CON +9, CHA +13
Skills Deception +13, Insight +10, Perception +10
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft, Passive Perception 18
Languages Abyssal, Celestial, Common, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Legendary resistance (3/ Day). If Corbryn fails a saving throw they can choose to succeed instead.

Magic resistance. Corbryn has advantage in saving throws against  spells  and other magical effects.

Absorbtion. This creature has an additional use of absorb elements after they use their reaction and can successfully use absorb elements on any damage type except  bludgeoning, piercing, slashing, or force. The element absorbed can be used as the spell says or channeled (see legendary actions). Two elemental charges can  be kept  at a time.

Regeneration. Corbryn regains 12  hit points ant  the start of their turn. If their HP drops to 0 they must make a death save, on a success they will regenerate on their next turn, on a fail they will not.

Spellcasting. Corbryn is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +13 to hit with spell attacks). Corbryn has following spells prepared:
At will: Absorb elements, Eldritch blast, Counter spell

3/Day: Blur, Cordon of arrows, Dispel magic, Enemys abound

1/Day: Crown of stars, Destruction wave, wall of force

 

Actions

Multiattack. Corbryn takes a tail and a sting attack

Legend Ender. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: (2d10 + 4) slashing damage and (3d8 + 4) force damage. Corbryn can spend an elemental charge to  change the force damage to the elemental type of the charge and deal an extra (1d8) force damage.

Tail. Melee Weapon Attack: +9 to hit, reach 10 ft., 1 target. Hit:  (2d10 + 4) [damage type] damage and con save DC 17 or be poisoned. 

Sting. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: (2d6 + 4) piercing damage and con save DC 17 or be paralyzed.

Teleport. Corbryn teleports to an unoccupied space they can see within 120 ft or to one of 3 preset locations, if there is nothing obstructing them.

Bonus Actions

Magic manipulation. Corbryn has 12 [sorcery points] and access to the meta magic option: quickened spell. 

Reactions

Absorb elements.

Legendary Actions

Corbryn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only after another creature has taken its turn. spent legendary action are regained at the start of this  creatures turn.

Teleport. Corbryn uses teleport.

Channel Elements. Corbryn can choose to use one of their elemental charges to apply elemental weapon to Legend ender. They then make an attack with Legend ender.

Elemental Mark. Using an elemental charge Corbryn marks (1d4) creatures they can see. A marked creature takes (1d8) [element] damage and is marked with the element type used. Multiple types of mark can exist at one time, a creature can only be marked by one element at a time.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), Corbryn takes a lair action to cause one of the following effects; Corbryn can’t use the same effect two rounds in a row:

  • Harness Elements: if any creatures within the lair are marked this can be used. All marked creatures must make a Dex save DC: 21 on a failed save take (6d8) damage of the element that they were marked by, half as much damage on a successful save.
  • Lights go Down. The entire lair is blanketed in (non magical) darkness until the next initiative count 20.

Habitat: Urban

Luna_loon

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