Gargantuan unknown, Chaotic Evil
Armor Class 20
Hit Points 500 (91d10)
Speed
STR
30 (+10)
DEX
16 (+3)
CON
21 (+5)
INT
23 (+6)
WIS
26 (+8)
CHA
22 (+6)
Saving Throws STR +17, CON +12, INT +13, WIS +15
Senses Passive Perception 18
Languages --
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Corrupted Fortitude. If Chirule is reduced to 0 hit points, he can make a constitution saving throw of 5+ the damage taken, if he succeeds, he is instead dropped to 10 hit points.

Corruptor. If Chirule gets a natural 20 on an attack, the target is automatically Corrupted.

Frightening Visage. Any creature that starts their turn within 30 feet of Chirule must make a DC 18 wisdom saving throw or become frightened until the start of their next turn. A creature that succeeds this saving throw is immune to this ability for the next 24 hours.

Reanimation. A creature reduced to 0 hit points by Chirule while corrupted or covered in corrupted fire will rise as either a Canyon Howler or Corrupted Commoner on their next turn.

The God Of Corruption. When reduced to 250 hit points, Chirule unlocks his phase 2 attacks and mythic action.

 

Actions

Multiattack. Chirule makes up to 4 attacks.

Bite. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: 28 (3d12 + 8) piercing damage plus 7 (1d12) necrotic damage. A creature hit by this attack must make a DC 22 constitution saving throw or become inflicted with Corruption and become Accursed. While accursed, the afflicted creatures curse is doubled for 3 rounds. On a success a creature is not Accursed.

Tentacles. Melee Weapon Attack: +14 to hit, reach 10 ft., 1 target. Hit: 19 (2d10 + 8) bludgeoning damage plus 7 (1d12) necrotic damage. A creature hit by this attack is grappled and restrained and must make a DC 21 constitution saving throw or become inflicted with corruption on a failed save. A creature. already corrupted loses 1d10 maximum hit points until their next long or short rest. A creature that starts their turn grappled and restrained must make a DC 19 strength saving throw to escape, a creature that escapes falls up to 15 feet prone from Chirule.

Claws. Melee Weapon Attack: +16 to hit, reach 15 ft., 1 target. Hit: 21 (2d12 + 8) slashing damage plus 7 (1d12) necrotic damage.

Grab (Recharge 3-6). Chirule flies towards a creature and attempts to pick them up. The creature must make a DC 23 dexterity saving throw or become picked up on a failed save or dodge it on a successful one. A creature that fails the saving throw is lifted 80 feet into the air. Every ten feet a creature falls is one d6 so the creature will take a total of 8d6 once dropped.

Tail (Recharge 4-6). Chirule swipes his massive tail in a 30 foot long and wide arc. All creature caught in the area must make a DC 23 dexterity saving throw or take 43 (10d6+8) bludgeoning damage plus 11 (2d10) piercing damage on a failed save or take half as much on a successful one. A creature that fails this save by 7 or less is knocked prone.

Corrupting Breath (Recharge 5-6). Chirule exhales a 60 foot long 15 foot wide cone of scarlet flames. All creatures caught in the flame must make a DC 24 dexterity saving throw or take 33 (6d10) fire damage plus 33 (6d10) necrotic damage on a failed save or take half as much damage on a success. A creature that fails this saving throw must make an additional DC 20 constitution saving throw or become corrupted on a failed save. A creature already corrupted loses 1d10 maximum hit points until their next long or short rest.

Icon Of Corruption (Recharge 7-8) (Phase 2). Chirule raises his crest high into the air and causes it to glow a bright scarlet color. All creatures within 60 feet of Chirule that can see him must make a DC 23 constitution saving throw or take 22 (4d10) necrotic damage as well as become corrupted and accursed on a failed save.

Twisted Corruption (Recharge 5-6) (Phase 2). Chirule begins to breathe scarlet flames onto the bones surrounding his lair. Roll a percentile die. On a 1-70 the bones reanimate into two corrupted wendigo's. On a 71-100, the bones join together into a corrupted wyvern.

Legendary Actions

Chirule has 3 legendary actions which he can use at the end of a creatures turn. He regains all spent legendary actions at the start of his turn.

Claws (Costs 1 Action). Chirule uses his claws attack.

Special Attack (Costs 2 Actions). Chirule uses a special attack.

Mythic Actions

Bairn Of The Nightmare (Costs 3 Actions). Chirule releases a defeaning roar. All creatures within 120 feet of Chirule that can hear him must make a DC 24 constitution saving throw or become accursed for one minute. When accursed in this way, all of a creatures curses are doubled until the effect ends. A creature that succeeds is not accursed.

Lair and Lair Actions

 

 

Tiamatslayer25439

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