Legendary Resistance (3/Day). If Cereleus fails a saving throw, it can choose to succeed instead.
Weave Devourer. Cereleus charges up 10 spell slots by rolling 10d10. A 10 is equivalent to a 9th level spell slot, whereas a 1 is a cantrip. He can only draw one 9th level slot, two 8th level slot...so on. Any exceeding rolls apply to the next available level.
Wild Magic. Cereleus has 20 sorcery points. he may use Enhanced Quicken, Twinned Spell (level=points, two target for single target spell), Seeking Spell (2 points, reroll after failed attack), or Heightened Spell (3 points, disadvantage DC for one target).
Usurper. Cereleus uses stolen magic originally belonging to someone else. Instead of a d20, he rolls a d10 for his wildsurge check. However, he is allowed to choose his wildsurge out of 3. (e.g. rolling 34 allows him 33~35).
Arrogance. Cereleus will not take the fight seriously until he's taken 150 damage. While in human form he will not wild surge, and all of his damages will have their dice size reduced.
Cereleus has DC 20 spell casting, and a +12 to his spell attack rolls.
Multiattack. Cereleus can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.
Claw. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.
Lightning Breath (Recharge 5–6). Cereleus exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.
Enhanced Quicken. Cereleus can spend 2 sorcery points to perform an enhanced version of quicken, casting an additional spell with a bonus action so long as it's half the level of the first spell rounded down. If he didn't cast a spell this turn, the maximum is 5th level.
Shocking Grasp. Cereleus cast shocking grasp on a creature leaving its melee range, dealing 3d6 lightning damage and disabling it from taking reactions until the end of his next turn.
Bend Fate. Cereleus spends 3 sorcery points to add a 1d6 penalty or bonus to a saving throw, ability check, or attack roll done by a creature it can see (without relying on true sight).
Cereleus can take 2 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. Cereleus regains spent legendary actions at the start of its turn.
Detect. Cereleus makes a Wisdom (Perception) check.
Quick Cast. Cereleus use his lowest level spell slot remaining to cast a spell.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Cereleus must take a lair action to wild surge, rolling a d100 and referring to the wild surge table.
Previous Versions
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1/4/2026 8:23:52 AM
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Coming Soon
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