Large Aberration, Chaotic Evil
Armor Class 18 Natural armor
Hit Points 450 (30d12 + 255)
Speed 40 ft.
STR
20 (+5)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +10, WIS +9, CHA +9
Skills Athletics +10, Perception +9
Condition Immunities Frightened, Poisoned
Senses Truesight 60 ft, Passive Perception 19
Languages Understands all, cannot speak
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Adaptive Defense: At the start of each of its turns, the Amber Knight gains resistance to the damage type that dealt it the most damage in the previous round. This resistance lasts until the start of its next turn. If no damage was dealt in the previous round, it gains no new resistance.

 Unique per-phase traits:

Phase 2.

Trauma Echo: At the start of each of its turns, the Amber Knight creates an echo of the creature that dealt it the most damage in the previous round. The echo appears within 30 feet and uses that creature's most-used action from the previous round with a +8 to hit and dealing (3d8) damage of the appropriate type. If it was a saving-throw based attack, it uses DC 16 for same saving throw and has same side-effects, but one-target only and with damage capped at the 3d8 damage.

Phase 3

Aura of Corruption: At the start of each of its turns, each creature within 30 feet must make a DC 17 Constitution saving throw or take 10(3d6) necrotic damage and have its speed halved until the start of its next turn.

Actions

Action set of Amber Knight depends on his current phase.

Phase 1.

Multiattack: The Amber Knight makes three attacks with its Amber Blade.

Amber Blade: Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5)  slashing damage plus 7 (2d6) force damage.

Phase 2.

Writhing Tendrils: Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 15 (2d8+6) piercing damage plus 7 (2d6) psychic damage. The target must succeed on a DC 17 Strength saving throw or be pulled 15 feet toward the champion.

Phase 3

Crystal Storm: Ranged Spell Attack: +9  to hit, range 60 ft., up to three targets. *Hit:* 17 (3d8+4) force damage, and the target must succeed on a DC 17 Constitution saving throw or be restrained by crystalline growth until the end of its next turn.

 

Reactions

Phase 1.

Corrupted Healing: When a healing spell targets the champion or a creature within 30 feet, the champion can use its reaction to corrupt it. The spell deals necrotic damage equal to the healing it would have done.

Legendary Actions

Amber Knight has 3 legendary action charges per round, but can use only 1 action per other character's turn. Legendary actions are reset at the beginning of Amber Knight's round.

Legendary Resistance (3/phase): If the Amber Knight fails a saving throw, it can choose to succeed instead.

Phase Transition: When reduced to 1/3 and 2/3 of total HP, the Amber Knight transforms into its next form as a legendary action and is resistant to all incoming damage till the beginning of his next turn. All conditions he was affected are still in effect. If he has no legendary actions left, he skips his turn instead, using it to transform in one turn's time.

Move: The Amber Knight moves up to half its speed without provoking opportunity attacks.

Attack: The Amber Knight makes one attack with its current form's attack option.

Suppress (Costs 2 Actions): The Amber Knight targets one creature it can see within 60 feet. The target must succeed on a DC 17 Wisdom saving throw or be unable to use one of its features (either class feature or racial feature, spellcasting being one of the class features) until the end of its next turn.

Phase Shift (Phase 2 & 3 only, Costs 3 Actions): The Amber Knight teleports 60 feet and makes one attack against each creature within 10 feet of where it appears.

 

 

Description

Result of direct and uncompromising corruption by Vestiges, who are locked in Amber Sarcophagi, this abominable creature was once a knight, proud and true, who made a deal - and this deal costed him dearly, leaving him as unwitting, utterly inhuman husk, enforcing the will of Vestiges in Barovia when time arises and stars are aligned right. Their corruption flows through him, making him less and less recognizable and showing the inner order that Vestiges impose on those who became their prey.

This abomination keeps his true form hidden behind rags of his former glory. Each of his phases looks differently

Phase 1.

What first appears as a knight in baroque plate armor soon reveals its true nature. Amber crystals pulse beneath the armor's joints like cancerous growths, seeping golden light through the seams. The helm is empty save for a constellation of crystalline eyes that track movement with unsettling precision. Its sword appears to be growing from its arm rather than being held, the blade's edge constantly shifting between metal and translucent amber

Phase 2

The armor splits and peels away like a chrysalis, revealing a writhing mass beneath. Tendrils of living amber twist and coil, each ending in a perfectly preserved memory frozen in crystal - a screaming face, a grasping hand, a weeping eye. The creature moves like spilled mercury, flowing and reforming, its core a pulsing mass of golden light that casts shadows that don't quite match its movements.

Phase 3

The being explodes into its true form - a geometric nightmare of amber crystals arranged in impossible angles, forming and unforming patterns that hurt to look at. Within each facet, reflections show twisted versions of reality: familiar faces contorted in agony, places that can't exist, moments that never happened. The air itself seems to crystallize around it, reality crackling and fracturing in its presence like ice on a winter pond.

 

Lair and Lair Actions

Amber Crystals: The battlefield contains 6 amber crystals. As an action, any creature can shatter a crystal to:

- Deal 22 (4d10) unmitigateable force damage to the champion

- Force it to make a DC 20 Constitution save or lose its current damage resistances

- Create a 15-foot radius burst that deals 10(3d6) unmitigateable force damage to all other creatures in the area

Corrupted Ground: When a creature starts its turn on a space where an amber crystal was destroyed, it must succeed on a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage.

 

Monster Tags: Abominations

Tengro

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