Large Humanoid, Unaligned
Armor Class 20 plate, shield
Hit Points 247 (26d10 + 104)
Speed 35 ft.
STR
21 (+5)
DEX
15 (+2)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
8 (-1)
Saving Throws STR +10, CON +9
Skills Athletics +10, Nature +5, Religion +5
Damage Resistances Radiant
Condition Immunities Frightened
Senses Darkvision 120 ft., Passive Perception 11
Languages Celestial, Common, Primordial
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Brutal Strikes. If the Crucible Knight has advantage on an attack roll and hits, the attack deals the maximum amount on the dice. Additionally, if a creature has disadvantage on a saving throw against the Crucible Knights attacks and fails the save, that creature takes the maximum damage on the dice from any damage as a result of the failed save.

Omen. When the crucible knight takes damage, it gains points of Omen equal to the damage taken. Some of the Crucible Knight's abilities require a certain number of Omens before they can be used, and some abilities grow in power with the collection of Omens. The Crucible Knight loses its points of Omen when short or long resting.

Primordial Crucible. When using its aspect abilities, the Crucible Knight gains a benefit related to the aspect. When the Crucible Knight uses an aspect, the benefit replaces any previous aspect benefit.

Flying Dive Aspect: The Crucible Knight gains a flying speed of 40 ft.

Tail Spin Aspect: The Crucible Knight is immune to being flanked and has advantage on strength (athletics) ability checks and saving throws.

Actions

Multiattack. The Crucible Knight makes two melee weapon attacks, and either a seismic wave or an aspect ability.

Sword. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.

Shield Bash. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage. The target creature is knocked prone.

Seismic Wave. The Crucible Knight stomps the ground creating a shockwave in a 30-foot-cone. All creatures in this cone take 11 (2d10) bludgeoning damage, and must make a DC 17 strength saving throw. Creatures that fail are knocked prone and restrained until the end of their next turn.

Flying Dive Aspect (Requires 100 Omen). The crucible knight leaps into the sky with golden wings and dives in a straight line that is 30 feet long and 10 feet wide, landing in an unoccupied space. Any creature within this line must make a DC 17 dexterity saving throw, taking 27 (6d8) slashing damage on a failure, and half as much on a success.

If the Crucible Knight has 150 Omen, the length of this line is doubled and one time during the line attack the crucible knight may change direction. Additionally it may grapple a large or smaller creature that fails their saving throw within the line, bringing that creature with to the end of the line, and slamming the creature down into the nearest unoccupied space, dealing an additional 18 (4d8) bludgeoning damage to the creature and knocking the creature prone.

Tail Spin Aspect (Requires 150 Omen). The Crucible Knight briefly forms a large golden tail and spins dealing damage in a 30-foot-radius. Creatures within the radius must make a DC 17 dexterity saving throw, taking 22 (4d10) radiant damage and 22 (4d10) bludgeoning on a failure, and half as much on a success.

If the Crucible Knight has 200 Omen, when making this attack, the Crucible Knight performs another tail spin aspect immediately after, in a 60-foot-cone.

Bonus Actions

Ordovis's Vortex (Requires 50 Omen). The Crucible Knight spins its sword and slams it into the ground. All creatures within a 15-foot-radius of the Crucible Knight must succeed on a DC 17 dexterity saving throw or take 22 (4d10) radiant damage.

If the Crucible Knight has 100 Omen, this attacks' radius is doubled, and creatures who take damage from this attack must also make a DC 17 constitution saving throw. On a failure, for 1 minute the creature cannot regain hit points from spells, and instead takes necrotic damage equal to the amount that the spell would heal, if one is cast on them.

Reactions

Sieze Opening. If a melee weapon attack is made against the Crucible Knight from within 5 feet, the Crucible Knight may make a shield bash attack against the attacker, and the Crucible Knight has advantage on the attack if the triggering attack missed.

IttaPupu42

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