Medium Celestial, Any Chaotic Alignment
Armor Class 25 (Crucible Axe Armor, Crucible Hornshield)
Hit Points 139 (15d10 + 4)
Speed 35 ft., Fly 60 ft.
STR
19 (+4)
DEX
12 (+1)
CON
18 (+4)
INT
16 (+3)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws STR +11, CON +11, WIS +10
Skills Arcana +8, Athletics +9, History +8, Intimidation +5, Perception +6, Religion +8
Damage Resistances Bludgeoning, Cold, Force, Necrotic, Piercing, Poison, Psychic, Radiant, Slashing
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Passive Perception 16
Languages --
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Aspect of the Crucible (Mythic Trait; Recharges after a Short or Long rest). If the Crucible Knight is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, it regains 139 hit points. In addition, it gains a +1 to AC, as well as the "Phase 2" actions and movement. When this activates, all creatures (besides the Crucible Knight) within a 10 ft. radius must make a Dex save or take 10 (3d6) Radiant damage. It may also immediately move up to 60 feet with its Fly speed and make a Greatsword attack when it stops moving.

Bleed Level. The Crucible Knight cannot be bled.

Actions

Multiattack. The Crucible Knight can make four attacks on its turn: one Seismic Wave attack and three Greatsword attacks.

Multiattack (Phase 2). The Crucible Knight can make four attacks on its turn: three Greatsword attacks and one Tail Spin attack.

Ordovis's Greatsword. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) Piercing + 8 (2d4 + 5) Radiant damage. 

Crucible Hornshield. Melee Weapon Attack: +9 to hit, reach 5 ft., 1 target. Hit: 6 (1d6 + 4) Bludgeoning + 13 (2d12) Piercing damage. The target must make a DC 17 Str save upon a hit or be pushed five feet back and be knocked prone.

Seismic Wave. Ranged Attack: DC 17, 15 ft. cone. All creatures in the cone must make a Dex save or take 19 (3d12) Bludgeoning damage.

Tail Spin (Phase 2). Melee Weapon Attack: +9 to hit, reach 45 ft., 1 target. Hit: 8 (1d8 + 4) Bludgeoning + 9 (2d8) Radiant damage. 

Reactions

Holy Tail (Phase 2). The Crucible Knight can use a Tail Spin attack as a reaction to being hit by a melee attack.

Mythic Actions

If the Crucible Knight's mythic trait is active, it can use the options below as legendary actions. The Crucible Knight can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Crucible Knight regains spent legendary actions at the start of its turn.

Fly (Costs 1 Action). The Crucible Knight can fly up to 60 feet.

Tail Spin (Costs 1 Action). The Crucible Knight can make a Tail Spin attack.

Previous Versions

Name Date Modified Views Adds Version Actions
8/23/2024 12:51:32 AM
2
1
1.0
Coming Soon
8/27/2024 5:14:30 PM
2
1
1.1
Coming Soon
10/19/2024 8:30:44 PM
3
2
1.2
Coming Soon

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