Large Elemental, Any Alignment
Armor Class 23 Natural armor
Hit Points 300 (35d10)
Speed 50 ft.
STR
26 (+8)
DEX
20 (+5)
CON
24 (+7)
INT
14 (+2)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws STR +16, CON +15, INT +10, WIS +10, CHA +14
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Stunned
Senses Passive Perception 29
Languages Any, Telepathic (120 ft.)
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits
  1. Immutable Form. The Conductor is immune to any spell or effect that would alter its form.
     
    Painful Resistance (3/Day). If the Conductor fails a saving throw, it can choose to succeed instead. The Conductor immediately gains 2 gaping wounds (see Bloody Blade). The Conductor automatically fails saving throws to remove these wounds, which remain until it is reduced to O hit points. Crimson Ascension (Mythic Trait; Recharges After Short Or Long Rest). If the Conductor is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, its hit point total resets to 216, and it immediately recharges its Curse of Carnage. For the next hour, the Conductor can use the options in the "Mythic Actions" section.
     
     
  2. Additionally, the Conductor's bloody blade extends and slices through creatures it hits. Whenever the Conductor attacks with its bloody blade, compare the total of the roll to the Armor Class of each creature in a 15-foot cone from it, resolving the attacks separately.
Actions

Multiattack. The Conductor makes 4 attacks with its bloody blade. It can replace two of its attacks with Curse of Carnage if it's available.

Bloody Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8+ 8) slashing damage and the target gets a gaping wound. The target is immune to this effect if it cannot bleed (e.g., constructs and most undead). At the end of a wounded creature's turn, it takes 5 (1d10) necrotic damage for each gaping wound it has. It then makes a DC 22 Constitution saving throw, removing all gaping wounds on a success. Spells like greater restoration, regenerate and similar magic close all gaping wounds instantly.

Curse of Carnage (Recharge 5-6). Each conscious creature within 120 feet of the Conductor must succeed on a DC 22 Wisdom saving throw, taking 44 (8d10) psychic damage on a failed save or half as much on a success. On failure, the target becomes cursed. While cursed, a target is frightened of the Conductor. A cursed creature that ends its turns takes 22 (4d10) psychic damage unless it dealt damage to another creature this turn.

Bonus Actions

Mark Of Sleep. The Conductor hexes one creature it can see with a sleeping hex. The target falls unconscious at the start of its next turn, and experiences terrible nightmares. The creature can try to resist the nightmares to weaken the Conductor. If it does, it makes a DC 22 Wisdom or Charisma saving throw (its choice). On a success, the next time the Conductor regains its spent Legendary Actions, it regains 2 actions less. An unconscious target awakens if it takes damage, or if someone uses an action to wake them. After waking up, a creature becomes immune to the Conductor's Mark of Sleep until the end of the Conductor's next turn. 

Reactions

Retaliate. The Conductor makes one bloody blade attack against a creature within 10 feet of it that deals damage to it. If the attack hits, the target takes an additional 5 (1d10) necrotic damage for each gaping wound it has.

Legendary Actions

The Conductor can take legendary actions, choosing from the options below. It has a number of actions equal to the number of creatures fighting it + 1. Only one legendary action can be used at a time and only at the end of another creature's turn. The Conductor regains spent legendary actions at the start of its turn.

Devour Nightmare. (Costs 1 Action). The Conductor moves up to its speed. If it ends its movement within 5 feet of a sleeping creature, the sleeping creature takes 33 (5d12) psychic damage and the Conductor regains the same amount of hit points.

Bloody Blade (Costs 2 Actions). The Conductor makes a bloody blade attack

Festering Wounds (Costs 3 Actions). Each creature within 120 feet of the Conductor takes 5 (1d10) necrotic damage for each gaping wound it has.

Mythic Actions

If the Conductor's Crimson Ascension trait has activated in the last hour, it can use the options below as legendary actions.

Expunge (Costs 3 Actions). The Conductor chooses one creature within 60 feet of it. If the target has 5 or more gaping wounds, it dies.

Vengeful Stance (Costs 2 Actions). The Conductor prepares to strike at the first creature that provokes it. The Conductor enters a stance, which lasts until the start of its next turn, until it is incapacitated, or until it uses another legendary action. Whenever a creature within 120 feet of the Conductor deals damage to it, the Conductor teleports to an unoccupied space adjacent to the target, it can then spend its reaction to use its Retaliate on the target.

Description

Enter a general description for your monster here.

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.

WeAreDead

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