Discorporation. When Cæruleumbra drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the Nine Hells, and he is unable to take physical form for a time.
Spellcasting. Cæruleumbra is a 20-level spellcaster. His spellcasting ability is charisma (spell save DC 23, +15 to hit with spell attacks). Cæruleumbra has following spells prepared:
Cantrips (at will): Acid Splash, Fire Bolt, Eldritch Blast, Chill Touch, Poison Spray
1st level (5 slots): Burning Hands, Chromatic Orb, False life, Tasha's Hideous Laughter
2nd level (4 slots): Blindness/deafness, Crown of Madness, Flaming sphere, Scorching Ray
3rd level (4 slots): Animate Dead, Lightning Bolt, Fireball
4th level (4 slots): Banishment, Evard's Black Tentacles, Phantasmal Killer, Wall of Fire
5th level (4 slots): Cone of Cold, Modify Memory, Wall of Force
6th level (3 slots): Chain Lightning, Circle of Death, Flesh to Stone
7th level (3 slots): Delayed Blast Fireball, Finger of Death, Teleport
8th level (3 slots): Control Weather, Dominate Monster
9th level (2 slots): Power Word Kill, Weird
Legendary Resistance (5/Day). If Cæruleumbra fails a saving throw, he can choose to succeed instead.
Magic Resistance. Cæruleumbra has advantage on saving throws against spells and other magical effects.
Magic Weapons. Cæruleumbra’s weapon attacks are magical.
Regeneration. Cæruleumbra regains 30 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Cæruleumbra dies only if he starts his turn with 0 hit points and doesn’t regenerate.
Multiattack. Cæruleumbra can use his Frightful Presence. He then makes three attacks: two with his claws and one with his ranseur. He can substitute Tail or Bite for one of these attacks.
Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 24 (4d6 + 10) slashing damage.
Tail. Melee Weapon Attack: +19 to hit, reach 25 ft., one target. Hit: 28 (4d8 + 10) bludgeoning damage.
Bite. Melee Weapon Attack: +19 to hit, reach 20 ft., one target. Hit: 32 (4d10 + 10) piercing damage plus 14 (4d6) cold damage.
Ranseur. Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) slashing damage, or 19 (2d10 + 8) slashing damage if used with two hands, plus 36 (8d8) cold damage.
Frightful Presence. Each creature of Cæruleumbra's choice within 120 feet of it and aware of it must succeed on a DC 26 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Cæruleumbra is within line of sight, 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 Cæruleumbra's Frightful Presence for the next 24 hours.
Swallow. Cæruleumbra makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Cæruleumbra, and it takes 56 (16d6) acid damage at the start of each of Cæruleumbra's turns.
If Cæruleumbra takes 60 damage or more on a single turn from a creature inside it, Cæruleumbra must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Cæruleumbra. If Cæruleumbra dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.
Summon Devils (1/day). Cæruleumbra summons any amount of devils as long as they have a combined challenge rating of 20 or less. Alternatively, he can use this ability to summon 2 Pit Fiends.
Teleport. Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.
Cæruleumbra can take 5 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. Unhallowed One regains spent legendary actions at the start of his turn.
Attack. Cæruleumbra makes one claw attack or tail attack.
Move. Cæruleumbra moves up to half its speed.
Chomp (Costs 2 Actions). Cæruleumbra makes one bite attack or uses its Swallow.
Breath of Baator (Costs 2 Actions). Cæruleumbra breathes an icy blast in a 90-foot cone. Each creature in that area must make a DC 27 Dexterity saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.
Description
Cæruleumbra measures a staggering 64 feet from nose to the end of his long serpentine lower body that coils and winds behind him, providing his primary means of mobility. The lowest pair of his arms are at his waist, typically used to support the weight of his upper body and leave his upper four arms at mid-torso and shoulders free to cast magic or strike with his ranseur, carved from the unyielding ice wastes of Cania. Each of these arms end with six long clawed fingers, blackened by constant use of Hellfire in the excavation of Kintyre at the behest of his Grandfather. Above each arm are leathery wings, perhaps the strongest trace of his base form and capable of carrying even his gargantuan physique. A pair of large skeletal tendrils also protrude from his back just below his waist, allowing for devastating attacks to the rear or to compensate his weight should the need ever arise for him to use all six arms to conduct high level magic. His chest bears six psuedopods within which he stores a acidic substance and an orifice to "spit" the corrosive liquid on prey or languid devils under his purview. His elongated, ridged head is accentuated by fins along either side, a trio of yellow eyes accustomed to the bitter winds of Cania, and a maw as liable to rend an intruder as to unleash a powerful breath of ice, freezing them in their tracks or even hellfire to immolate several lesser foes.
Lair and Lair Actions
Cæruleumbra’s Lair
Cæruleumbra makes his lair in a glacial citadel which oversees the excavation site of Kintyre. From nearly a mile away, one can hear the screams and moans coming from the frostbitten victims frozen upon the stronghold’s wall, the dying remains of those who failed to impress the duke. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Gelugons of his Hiemspicus (Winter's Spear) Legion crawl over the structure, ensuring that no intruders breach their defenses.
Lair Actions. On initiative count 20 (losing initiative ties), Cæruleumbra can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
- Cæruleumbra casts Major Image four times at its lowest level, targeting different areas with the spell. Cæruleumbra prefers to create images of intruders’ loved ones being frozen and shattered. Cæruleumbra doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Cæruleumbra casts his innate Fireball spell.
Regional Effects. The region containing Cæruleumbra’s lair is warped by his magic, which creates one or more of the following effects:
- The area within 9 miles of the lair is filled with howling winds, upon which whispers in a voice familiar to the intruder attempt to lead them astray.
- Once every 60 feet within 1 mile of the lair, 10-foot-high pillars of ice rise from the ground. Any creature or object struck by the pillar takes 7 (2d6) bludgeoning damage and 4 (1d6) cold damage, though it can take this damage no more than once per round.
- The area within 2 miles, but no closer than 500 feet, of the lair is filled with heavy snowdrifts, which causes the area to be heavily obscured. The snowdrifts can’t be cleared away.
If Cæruleumbra dies, these effects fade over the course of 1d10 days.
Previous Versions
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