Mortal Shell and Divine core. Crota is a minor god of war and conquest, and thus it takes a coordinated effort from divine sources and mortal ingenuity to truly kill him. His actual body is invincible by conventional means, and only damageable by the blade carried by his squire, the reincarnating sword-bearer. However, his body is also covered in a mortal shell of radiant light that can only be destroyed by mortal means (magic or martial damage). Breaking his mortal shell allows his true body to be damaged by the Sword of Crota.
Mortal Shell. The mortal shell is a source of Temporary HP which regenerates instantly 3 rounds after being broken. The Mortal Shell grants 200 temporary HP, and is Immune to damage from the Sword of Crota. While the Mortal Shell is Broken, Crota is considered Prone as he bows to a worthy opponent who was able to break his Mortal Shell.
Divine Core. The Divine Core is Crota's true body which can only be damaged by the Sword of Crota (Buffs from mortal sources do indeed affect the damage dealt by the sword of Crota). Unless Crota is dead before the end of the 3 round window between mortal shells, he regenerates the Mortal Shell and stands up.
Enrage. If Crota's Mortal Shell has been broken 4 times but he is still alive, he grows enraged at the pace of combat and decides to pursue his opponents more Aggressively, no longer remaining on his throne platform, seeking out and destroying opposing creatures one at a time, staying on one character until it dies. Additionally He seeks out Healers above all others and reclaims the Chalice of Light.
Multiattack. Crota makes 3 strikes with either the Sword of Crota or his Flare Bolts and Uses his Frightful Presence.
Sword of Crota. Melee Weapon Attack: +12 to hit, reach 15 ft., 1 target. Hit: 31 (3d12 + 13) slashing damage.
Flare Bolts. Ranged Magic Weapon Attack: + 12 to hit, range 30/60 ft., 1 targets. Hit: 23 (5d6 + 5) lightning damage.
Summon the Hive. Crota summons 1d8 thralls and1d4 knights that serve him with no care for their own wellbeing.
Frightful Presence. Each creature of Crota's choice that is within 120 feet of Crota and aware of it must succeed on a DC 17 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Crota's Frightful Presence for the next 24 hours.
Preemptive Strike. Upon another creature approaching within 15 feet of Crota, he can expend a reaction to make a single Sword of Crota Strike at the ground near the creature. That creature must succeed on a Strength save throw or be knocked 20 feet away from the impact point of the blade on the ground and take 3d12 + 13 force damage as the very ground recoils from the impact.
Crota extends his free hand before him, facing up and splayed as if requesting something. He then pulls his arm in and clenches his fist, as fire bursts around him and flares from his eyes, some of the hive have come.
Crota has 5 legendary actions to use at the end of another creature's turn.
Call thralls (Costs 1 Action). Fire bursts around Crota as 6 Thralls appear screaming from the green flames at his feet.
Curse thralls (Costs 2 Actions). Crota selects 3 thralls where they stand and their skeletal heads ignite in green flame. They gain an un-natural speed and dash 30 ft. toward the nearest opposing creature, detonating if they approach within 5 feet. Any creature within a 10 foot radius of a Cursed Thrall when it detonates takes 3d6 fire and 3d6 lightning damage or half as much on a successful DC16 dexterity saving throw.
Summon Knights (Costs 2 Actions). The shadows around the arena seem to liquify and from the liquid barrier, 2 Knights are born from the rippling blackness.
Entitle (Costs 2 Actions). Crota appoints a single friendly creature a title and it gains a fraction of his strength. The chosen individual henceforth gains 30 hp and deals an extra damage die on attack rolls.
Description
Crota is the God of the hive, the Conqueror of Moons, the Lighteater, and the Son of Oryx, a creature that consumed a worm god in pursuit of power and understanding of the sword logic that grants eternal life through sowing the seeds of destruction throughout the numerous planes of existence.
In his home demi plane, a vast castle floating through the astral sea, he can appear in physical form; and only there can he be killed.
He looks vaguely humanoid, with chitinous armor encasing his body, and thick, devilish horns protruding from his helm. His entire body is wreathed in green flame, but his 5 eyes burn brighter than the rest of his armor. In his stare you see the end of your world, fallen to the endless hordes of the hive, and in his blade, you see the future in which that happens. Images of burning country sides and cities flicker off of the burning green blade of crystal and bone. With every earthshaking step he takes, the moonlike oversoul that floats behind his Astral Fortress reacts and pulses in a spectrum of fire between green and orange. Non hive creatures can see a depiction of their own soul as a dull green glow the size of an apple in the center of their chest, the oversoul in comparison lights the void-like black of the Astral sea around the ship, like a small star in shape and size. It is said that his enraged roars can be heard across the Astral Sea, and Dreadnaughts know to keep their distance from the sound. Hearing it up close, you find it hard to disagree with the tales.
Lair and Lair Actions
The Fortress of Crota floats through the astral sea, conquering colonies wherever they lie in the endless stretch. The throne room is circular in shape, with a raised circular runway that leads to his throne beneath the oversoul. Greenish black chitin coats the unwashed corners of the stone chamber like barnacles on a rocky seabed, and the filth eats at the ornate glass that overlooks the view of the Moon-like oversoul and the two fanglike protrusions that pierce it and draw from its power.
Lair Actions
On initiative count 1 (losing initiative ties), Crota takes a lair action to cause one of the following effects; Crota can’t use the same effect two rounds in a row:
- Gravimetric Singularity. Any creature on the raised walkway that Crota chooses must succeed on a strength saving throw or be pulled up to 40 feet toward the center toward the center of the arena as Crota creates a singularity of heavy gravity in the middle of the arena. Any creatures that collide with one another each take 3d6 bludgeoning damage. When an effected creature reaches the singularity, the effect dissipates, dropping affected creatures to the ground.
- The Liturgy (Only once skip on subsequent turns). A Wizard known as Ir Yut the Deathsinger spawns from fire by the black crystal in the entrance to the throne room, this wizard is singing a song of pure dread and primal fear. The Liturgy is audible to anyone in the arena that can hear, and anyone who hears it knows that if the song completes they die. The tune takes 5 rounds seconds to complete. Ir Yut takes no actions other than sing the Liturgy, and is considered restrained while she sings. She has 50 extra health atop the standard health for a Wizard.
- Spawn the Hive. 1d6 Thralls and 1 Knight spawn in the Towers to either side of the north end of the map. The Thralls jump from the tower and pursue the nearest target. The Knights remain in position and fire with Boomers at viable targets.
- Sword bearer Reincarnation (Next after the Mortal Shell Re-forms). The Sword bearer, a knight with 50 extra HP spawns from a door just below the Throne platform. He carries the Sword of Crota, which is the only item capable of dealing damage to Crota's Divine Core.
Regional Effects.
Crota's Astral Fortress exists in a quantum state in the Astral Sea, existing within the Astral Sea but intangible to any creatures or objects roaming the cosmos. When the fortress passes by a location, the following effects can be observed.
- A Source less green light shines on creatures and objects within 5 miles of the fortress, as if by an invisible green star
- Creatures with an intelligence greater than 8 that exist near the fortress for more than 3 days lose a sense of empathy and begin to pursue the sword logic as if driven by a will to survive.
- Green fire sometimes flickers in the eyes of creatures within a mile radius of the Fortress. Those who have seen this have also reported sickness, including vomiting fat green larvae that victims swear they never ate.
- When the Fortress Passes near an entrance to a material plane, it is magnetically drawn to it and anyone near the portal is uncomfortably aware of an impending danger.
Crota cannot be truly killed, but destroying his body returns him and his fortress back to the very center of the astral plane, to begin its journey of conquest in a new direction.
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Posted May 8, 2024lit