Small unknown, Chaotic Evil
Armor Class 17 medium armor
Hit Points 64 (10d6 + 4)
Speed 25 ft.
STR
10 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
24 (+7)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws INT +12, WIS +9
Damage Immunities Psychic
Senses Passive Perception 18
Languages --
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Free Love - Forcing everyone in a 30ft radius to make a DC 19 Wisdom saving throw.  On fail,  targets have an unresistable urge to dance.  Lasts for 2 turns can make a Wisdom saving throw at the start of their turn.

Hypnotize - Non-combat.  Target must make a DC19 Wisdom saving throw.  On fail, target is under the control of Cyrpto.

Holobob - Implants an illusory image of a living thing Crypto chooses to all living creatures.

Actions

Disintegrator Ray -  Deals 3d8 fire damage

Cortex Scan - Free action.  Able to read the minds of humans and creatures

Brain Extract - Target makes a DC19 Constitution.  On fail, targets feels its brain trying to tear itself out of its body.  after 3 fails, targets brain is ripped out of its head and dies instantely.

Psycho-Kinesis - Able to pickup objects and people with Cyrptos mind and manipulate them at will.  Targets must make a DC19 Strengh saving throw to resist being lifted

Forget - Target makes a DC19 Wisdom saving throw.  On fail, forgets about Crypto and loses a turn.

 

Bonus Actions

Jet Pack: Able to jump 20ft in the air.  If activated in front of someone, deals 2d6 fire damage.

Transmogrify - Able to deconstruct non-organic material.

Reactions

Shield - Activates after being attacked.  Shield has 100 hitpoints before it is deactivated.  If shield or Crypto goes 1 turn without being hit, shield recharges for 3d12.

Jet Pack - If targeted by an attack or in range of an attack that deals half damage on a successful saving throw, Crypto can use his jetpack to fly out of the way

Legendary Actions

Negate Telekenisis - Able to cancel out any Telekenetic attack made toward him. 

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Spicystuff43

Comments

Posts Quoted:
Reply
Clear All Quotes