Huge Monstrosity, Neutral Evil
Armor Class 18 Natural Armour
Hit Points 256 (21d12 + 168)
Speed 40 ft., Climb 40 ft.
STR
23 (+6)
DEX
18 (+4)
CON
26 (+8)
INT
15 (+2)
WIS
12 (+1)
CHA
10 (+0)
Saving Throws STR +11, DEX +9, CON +13
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire
Damage Immunities Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Darkvision 120 ft., Passive Perception 15
Languages Only understands languages the Principles speak but cannot speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The Crimson Monstrosity has advantage on saving throws against spells and other magical effect.

Call of the Hand. The Crimson Monstrosity responds to commands given to it by Principles of the Cult of the Crimson Hand. They are immune to spells that would order it to attack allies.

Sunlight Sensitivity. The Crimson Monstrosity has disadvantage on attack rolls whilst in direct sunlight, as well as on Wisdom (perception) checks that rely on sight.

Life Hunger. If a creature within 60 feet of the Crimson Monstrosity regains hit points, the Monstrosity gains two benefits until the end of its next turn: it has advantage on attack rolls, and its attack deals an extra 22 (4d10) necrotic damage on a hit.

Actions

Multiattack. The Crimson Monstrosity makes three attacks with its Claws and one with its Bite.

Raking Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (5d8 + 8) slashing damage. 

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 8) piercing damage. 

Sonic Roar. The Crimson Monstrosity inhales sharply then lets out a booming roar that causes the very air to vibrate visibly. Any creatures in a 120 ft. cone must succeed a DC 18 Dexterity save or take 65 (12d10) force damage and are knocked prone, taking half on a successful save and aren't knocked prone. Any creature that is within 10 ft. of the Crimson Monstrosity are deafened for 1d4 rounds.

Blood Spray (Reset 5-6). The Crimson Monstrosity sprays a cloud of blood in a 20 ft. radius, all creatures caught in the cloud must succeed a DC 18 Constitution saving throw or take 51 (12d8) poison acid damage and are poisoned, taking half damage on a successful save and aren't poisoned.

Legendary Actions

The Crimson Monstrosity can take 3 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. The Crimson Monstrosity regains spent legendary actions at the start of their turn.

Bite (Costs 1 Action). The Crimson Monstrosity makes a bite attack.

Unnatural Speed (Costs 1 Action). The Crimson Monstrosity can move up to 20 ft., this movement can include its climbing speed.

Leaping Claw Attack (Costs 2 Actions). The Crimson Monstrosity can leap up to 15 ft. towards a creature and make a claw attack. By doing so the Monstrosity deals an additional 15 (3d8) slashing damage on a hit and the creature is knocked prone.

Sonic Roar (Costs 3 Actions). The Crimson Monstrosity makes a Sonic Roar attack. The Crimson Monstrosity inhales sharply then lets out a booming roar that causes the very air to vibrate visibly. Any creatures in a 120 ft. cone must succeed a DC 18 Dexterity save or take 65 (12d10) force damage and are knocked prone, taking half on a successful save and aren't knocked prone. Any creature that is within 5 ft. of the Crimson Monstrosity are deafened for 1d4 rounds.

Description

Laying dormant beneath every location the Cult of the Crimson Hand use as their centre of operations lies a monstrosity. Grown from a single embryo and placed within a chamber and sealed with magical incantations, these tiny creatures grow into massive, hulking beasts. They require no food or water but due to their confinement, direct sunlight has a painful effect on the monstrosity.

These creatures are only awakened under dire circumstances because they do occasionally forget who their masters are, but so long as a Principle is present then the Crimson Monstrosities will always heed their instructions. Beware to any who would attempt to destroy one of these locations for within could be your doom!

Bapposan_tp

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