Large Elemental, Chaotic Evil
Armor Class 23 (Natural Armor)
Hit Points 437 (35d10 + 245)
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
Skills Athletics +24, Perception +19
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Blinded, Charmed, Frightened, Poisoned, Stunned
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 29
Languages All, Telepathy 120 ft.
Challenge 28 (120,000 XP)
Proficiency Bonus +8
Traits

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. If it does so, it immediately gains two gaping wounds from its Bloody Blade action. The conductor automatically fails saving throws to remove these wounds, which remain until it is reduced to 0 hit points.

Crimson Ascension (Mythic Trait; Recharges after a Short or Long Rest). If the conductor is reduced to 0 hit points, it doesn't die or gain the Unconscious condition. Instead, its hit point total resets to 216, and it immediately recharges its Curse of Carnage. For the next hour, it can use the options in the "Mythic Actions" section. Additionally, the conductor's Bloody Blade attack extends and slices through creatures it hits. When the conductor attacks with its Bloody Blade while this trait is active, compare the attack roll's total to the AC of each creature in a 15 ft. cone from it, resolving the attacks separately.

Actions

Multiattack. The conductor makes four Bloody Blade attacks. It can replace two of these attacks with a use of its Curse of Carnage, if available.

Bloody Blade. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8+8) slashing damage and if the target is not a Construct or Undead, it gets a gaping wound. At the end of a wounded creature's turn, it takes 5 (1d10) necrotic damage for each gaping wound it has, and must make a DC 22 Constitution saving throw, removing all gaping wounds on itself on a success. A Greater Restoration or Regenerate spell, or similar magic also closes any gaping wounds instantly.

Curse of Carnage (Recharge 5-6). Each conscious creature within 120 ft. of the conductor must succeed on a DC 22 Wisdom saving throw, taking 44 (8d10) psychic damage on a failure, or half as much damage on a success. A creature that fails its saving throw becomes cursed - while cursed in this way, it has the Frightened condition, and the creature takes 22 (4d10) psychic damage at the end of its turn unless it has dealt any amount of damage to another creature during its turn. 

Bonus Actions

Mark of Sleep. The conductor hexes one creature it can see with a sleeping hex. The target has the Unconscious condition 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 spend Legendary actions, it regains 2 less actions.

An unconscious creature wakes up if it takes damage, or if someone uses an action to shake or slap it awake. Once a creature ends this condition on itself, it is immune to the conductor's Mark of Sleep until the end of the conductor's next turn.

Reactions

Retaliate. In response to taking damage from a creature within 10 ft. of it, the conductor makes one Bloody Blade attack against that creature. On a hit, 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 option 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. The conductor moves up to its speed. If it ends this movement within 5 ft. of an Unconscious creature, that creature takes 32 (5d12) psychic damage, and the conductor regains a number of hit points equal to the damage taken.

Bloody Blade (Costs 2 Actions). The conductor makes one Bloody Blade attack.

Festering Wounds (Costs 3 Actions). Each creature within 120 ft. 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 within the last hour, it can use the options below as legendary actions.

Expunge (Costs 3 Actions). The conductor chooses one creature within 60 ft. 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, it has the Incapacitated condition, or until it uses another legendary action. When a creature within 120 ft. of the conductor deals damage to it, the conductor teleports to an unoccupied space next to that creature, and can use its Retaliate reaction against that target.

Description

Few fears can hold a candle to that of a looming war. The conductor of carnage thrives in its shadow, feasting upon the haunted, restless nights of soldiers on the eve of battle. As they sleep, it shows them a battlefield soaked in red, roaring with the cries of the wounded and dying, their own voice screaming the loudest. As they gape for breath from a punctured lung, the dreaming soldiers awaken, carrying the fear with them to real combat.

The Sanguine Fields. The domain of the conductor is a field of raging melee, where every step sinks an inch deep into viscous blood. Many of the combatants are unfortunate ghosts or warriors from across the world - their souls whisked away by the minions of the conductor at the moment f their gruesome death. These ghosts are locked in combat, experiencing a cycle of feat and death in this brutal hell-scape.

Planar Conquest. The conductor rarely leaves its domain, but the turmoil of a brewing war between nations may stir it to wander. It watches as the physical realm devolves into chaos, awaiting an opportunity to claim the region from the world of men. When armies count in tens of thousands, and slaughter reigns, there lies its chance to converge the planes. When it does, no army claims victory.

Solar_Bun_Bun

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