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