Large Giant (Shapechanger), Neutral Evil
Armor Class 17 Breastplate
Hit Points 430 (20d10 + 240)
Speed 30 ft., Climb 30 ft.
STR
26 (+8)
DEX
24 (+7)
CON
30 (+10)
INT
28 (+9)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws STR +14, DEX +13, CON +16, INT +15, WIS +10, CHA +9
Damage Vulnerabilities Bludgeoning, Piercing, and Slashing by Silvered Weapons
Damage Resistances Bludgeoning, Fire, Lightning, Necrotic, Piercing, Slashing, Thunder
Damage Immunities Cold
Condition Immunities Charmed, Prone
Gear An Artifact of Ioun, Assorted Magical Tomes and Books, Assorted Magical Armors, Weapons, and Tools, Several Healing Potions of Varying Rarity, Cuddly Strixhaven Mascot, Assorted Gems, Spell Components, And Incense.
Senses Blindsight 10, Darkvision 160ft, Passive Perception 20
Languages --
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Spellcasting. Craig Corenthium is a 18th-level spellcaster. His spellcasting ability is [Intelligence] (spell save DC 23, +15 to hit with spell attacks). See Mythic section for the list of spells Craig Corenthium has prepared. Craig Corenthium's ranged spell attacks ignore half and three-quarters cover, and their range is doubled. Further, Craig Corenthium does not require a free hand to cast, and has advantage on concentration checks to maintain spells. Craig Corenthium can ritual cast spells with the appropriate tag, and can cast the following leveled spells at base level without consuming spell slots:

At Will: Shield, Ray of Enfeeblement
1/day: Inflict Wounds, Invisibility

Giant-Kin. Craig Corenthium's Ancestors were Frost and Storm Giants. As such, he is Immune to Cold damage, and resistant to Lightning and Thunder damage. He also gains access to the following abilities:

Giant's Stamina (1/per short rest). You can take one additional action on your turn.

Frost Strike (3/day). Once per turn, when striking a target with a melee weapon attack, Craig Corenthium can imbue the attack with an additional effect: The target takes an extra 1d6 cold damage. If the target is a creature, it must succeed on a Constitution saving throw (DC 24), or its speed is reduced to 0 until the start of Craig Corenthium's next turn.

Storm Strike (3/day). Once per turn, when striking a target with a melee weapon attack, Craig Corenthium can imbue the attack with an additional effect: The target takes an extra 1d6 lightning damage. If the target is a creature, it must succeed on a Constitution saving throw (DC 24), or it has disadvantage on attack rolls until the start of Craig Corenthium's next turn.

Stone’s Endurance. 6/day When taking damage, Craig Corenthium can reduce the damage taken by 1d12+10.

Necromantically Adept. Craig Corenthium has made a pact with dark masters, and trained in the art of Necromancy. He gains access to the following abilities:

Grim Harvest. Once per turn when Craig Corenthium kills one or more creatures with a spell of 1st level or higher, he regains HP equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. He doesn't gain this benefit for killing constructs or undead.

Undead Thralls. Whenever Craig Corenthium creates an undead using a necromancy spell, its max HP is increased by 18 and it adds +6 to its hit rolls.

Inured to Undeath. Craig Corenthium has resistance to necrotic damage, and his HP maximum can’t be reduced.

Werebear Lycanthropy. Craig Corenthium has embraced the curse of Lycanthropy. He cannot be surprised while conscious, has a 10ft Blindsight, and creatures don't gain advantage on attacks against him as a result of being unseen. Craig regains 4d10+5 Hp at the start of his turn, unless he has taken silver damage. While in Hybrid form, Craig's AC lowers, and this regeneration increases to 8d10+10, or half this amount, if he has taken silver damage. Further, Craig's Movement speed increases by 20ft, he gains 100 temporary HP, and his attacks gain a +5 to hit and damage, and unarmed attacks may deliver Deep Wounds.

Magical Artifacts. Craig Corenthium has a collection of magical artifacts he's acquired through his travels. An Anti-magic field or a Dispel Magic targeting the objects (DC 15) disables the related abilities. They grant him the following abilities:

Magical Breastplate. Bludgeoning, Piercing, and Slashing damage taken from weapons (Magical or Mundane) is reduced by 3. Craig is also immune to the prone condition. 

Magical Weapons. Craig has three magical weapons he can utilize. Each must be targeted individually by either a Dispel magic (DC 15) or a disarming strike (DC 18) in order to be disabled. While disabled, he cannot attack with that weapon, or use its specific abilities.

Reaper's Scream.  When Craig attacks a creature with this mace and rolls a 20 or higher on the attack roll, he gains 10 temporary hit points. Any creature that hits him with melee attack while he has 1 or more of these temporary hit points takes 10 necrotic damage.

Bloodshed Longsword. When Craig strikes a creature with this weapon and rolls a 20 or higher on the attack roll, the sword transfers one negative effect (Such as Hex, Bane, or Chill Touch to the struck creature. When disabled, this ability is also disabled.

Quarterstaff of the Rooted Hills. When disabled, also instantly frees anyone who is restrained by spectral vines, as well as disabling Invoke the Rooted Hill.

Magical Gauntlets. Craig's Unarmed attacks deal an additional 2d6 force damage, and he is Resistant to Fire. Disabling these gauntlets removes these bonus and makes Craig Vulnerable to Fire.

Magical Cloak. When Craig moves within 5 feet of a creature, He can cause the cloak’s cold wind to buffet the creature. The creature must succeed on a DC 14 Dexterity saving throw or take 1d6 cold damage and have the prone condition. A creature can be affected by the mantle only once during a turn. Disabling this Cloak also disables Invoke the Frost.

Magical Circlet. While wearing this circlet, Craig takes no damage from falling. Disabling this Circlet also disables Invoke the Nimbus.

Magical Books. These Tomes and Books grant a plethora of bonuses to Craig. Strapped across his body, he can invoke their abilities without having to hold them. Disabling these books removes the granted abilities, as well as disabling Craig's Perfected Caster. They grant him the following bonuses:

Perfected Caster. May replace one attack with a leveled spell, or two attacks with a cantrip with a casting time of action.

Arcane Manipulations. Craig ignores limitations of spellcasting, and may cast multiple leveled spells or cantrips every turn, provided he has the actions, reactions, or bonus actions to do so.

Quick Cantrips (3/short rest). Craig can quicken cast a cantrip, using a bonus action instead of an action to do so.

Dual concentration. Craig can concentrate on two spells at once. While doing so, at the start of his turn turn, or when subjected to effects that require concentration checks, He must roll a concentration check for each spell. If either check fails, concentration drops on both spells.

Tribal Paint. Craig has used Glowrune Pigment to paint the Journey Rune on himself, as such difficult terrain doesn’t cost him extra movement. If dispelled or washed off, this ability ceases to function until Craig takes a short rest in order to reapply these pigments.

Magical Trinket (1/long rest). Craig can utilize a magical trinket to grant himself the benefit of a short rest with only 1 minute of time. Afterwards, he also gains the benefits of a Bless until he finishes a short or long rest. Disabling this Trinket also dispels the Bless effect.

Actions

Multiattack. Craig Corenthium can make two attacks, either unarmed or with a single weapon, or cast Argul's Blood Missile once. If Embrace of the Grave is active, Craig instead makes three attacks, one with each weapon, or makes one attack and casts Argul's Blood Missile once. Perfected Caster allows him to replace one of these attacks with a leveled spell, or two with a cantrip, provided his Magical Books are still active.

Bloodshed Longsword.  Melee Weapon Attack: +8 to hit, Reach: 10ft., one target. Hit:22 (1d8 + 18) slashing damage or Hit:23 (1d10 + 18) slashing damage if using two hands.

Reaper's Scream. Melee Weapon Attack: +8 to hit, Reach: 10ft., one target. Hit:22 (1d8 + 8) Necrotic damage 

Staff of the Rooted Hills. Melee Weapon Attack: +15 to hit, Reach: 15ft., one target. Hit:22 (1d6 + 8) bludgeoning damage or Hit:22 (1d8 + 8) bludgeoning damage if using two hands. The first time you hit any creature with the staff on your turn, or as a reaction, the creature must succeed on a DC 12 Strength saving throw or be restrained by spectral vines until the end of your next turn.

Argul's Blood Missile. Ranged Spell Attack: +15 to hit, Range: 240ft., one target. Hit:22 (3d4+4) Necrotic damage per missile. Launches 5 missiles made of blood at targets of Craig's choice within range.. 

Hybrid Form. In Hybrid Form, Craig makes four claw attacks, or six if Embrace of the Grave is active. These count as unarmed attacks.

Claw (Hybrid Form Only). Melee Weapon Attack: +15 to hit, Reach: 10ft., one target. Hit:9 (2d6 + 3) slashing damage. If Craig's Magical Gauntlets are still active, this deals an additional (2d6) force damage. When struck, the creature must make a DC 12 Strength Saving Throw or be knocked prone.

Bonus Actions

Embrace of the Grave. Two spectral, skeletal arms emerge from Craig's back. Each arm can be used to hold or interact with an item, or to make an attack either armed or unarmed.

Second Wind. Once per short rest, you can use a bonus action to regain 1d10 + 3 HP.

Caged Soul (6/day). Craig has captured a soul via the Soul Cage spell. This grants him the following abilities.

Steal Life. You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.

Borrow Experience. You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of your next turn, it is lost.

Healing Potions. Craig carries with him 1 Potion of Healing, Supreme potion, 2 Potion of Healing, Superior Potions, and 4 Potion of Healing, Greater potions. As a bonus action, he can consume one of these potions.

Soul of the Storm Giant: Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 ft. from you in every direction but not through total cover. The aura lasts until the start of your next turn or until you are incapacitated. While the aura is active, you have resistance to lightning and thunder damage, attack rolls against you have disadvantage, and whenever another creature starts its turn within the aura, you can force the creature to make a Strength saving throw (DC 22). On a failed save, the creature’s speed is halved until the start of its next turn.

Invoke the Reaper's Scream (1/day). As a bonus action, you can invoke the weapon’s rune, unleashing the screams of every creature slain by the weapon in one cacophonous burst. Each creature of your choice within 60 feet of you must succeed on a DC 15 Wisdom saving throw or have the stunned condition until the start of your next turn.

Invoke the Rooted Hill (1/day). As a bonus action, you can invoke the staff’s rune to cast either hold person (save DC 12) or speak with plants with the staff. When you cast hold person using the staff, the target is wreathed in spectral vines. 

Invoke the Frost (1/day). As a bonus action, you can invoke the mantle’s rune to cast the sleet storm spell (save DC 14) with it. When you use the mantle to cast the spell, the area of the spell isn’t difficult terrain for you, and you can see through the storm, ignoring the normal penalties of a heavily obscured area.

Invoke the Earth (1/day). As a bonus action, you can invoke the breastplate’s rune to cast the wall of stone spell (save DC 14) with it. When you cast the spell in this way, you have advantage on saving throws made to maintain concentration on the spell.

Invoke the Nimbus (At Will). As a bonus action, you and everything you are wearing or carrying can teleport to an unoccupied space you can see within 15 feet of yourself, reappearing in a puff of shimmering clouds.

Quick Cantrips (6/short rest). Craig can quicken cast a cantrip, using a bonus action instead of an action to do so.

Desecration (1/day). As a bonus action, cast Abi-Dalzim's Horrid Wilting.

Argul's Armor of Blood & Bone (3/day). Siphon the blood, bones and life force of a corpse, transforming it into your armor, increasing AC by 2 and either: gain temporary hit points by level + 1d6 x number of corpses used OR increase AC by an additional 1, and heal 1d6 x number of corpses used hit points. You can only have one 'Armor of Blood & Bone' active at a time.

Shapechanger. Craig Corenthium can use a bonus action to polymorph into a bear-humanoid hybrid or back into his true form, which is humanoid. In Hybrid Form, his Magical Equipment adjusts itself to fit this new form, but he cannot cast spells that require a somatic component, nor use his Magical Weapons in this form. If enraged or subject to an effect such as the one from feeblemind, Craig instantly shapeshifts into his Hybrid Form. Craig reverts to his true form if he dies.

Reactions

Polearm Master. While Craig is wielding a quarterstaff, other creatures provoke an opportunity attack from that weapon when they enter his reach.

Arcane Protections. Craig Corenthium can cast Shield at will, and can consume a spell slot of the appropriate level to cast Counterspell or Soul Cage. Craig Corenthium can use his reaction to make an opportunity attack to cast a spell that has a casting time of 1 action, and targets only that creature.

Rune of the Cloud Giants. Once a day, Craig can use a reaction to assume a cloudlike form. The form lasts for 1 minute, until he is incapacitated, or until he dismisses it (no action required). While in cloud form, you have a flying speed of 60 feet and immunity to slashing, bludgeoning, and piercing damage. 

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Cantrips (at will):  Alarm,  Comprehend Languages, Chill Touch,  Detect Magic,  Detect Poison and Disease,  Identify, Infestation, Lightning Lure, Thorn Whip, Ray of Frost, Shocking Grasp

1st level (5 slots):  Animate Shadow,  Earth Tremor,  Inflict Wounds, Magic Missile,  Shield,  Silvery Barbs,  Tasha's Caustic Brew, Thunderwave,   Unseen Servant, Witch Bolt,

2nd level (4 slots):  Blur, Crown of Madness,  Darkvision, Dust Devil, Gust of Wind,  Invisibility, Maximilian's Earthen Grasp, Mirror Image, Misty Step, Ray Of Enfeeblement, Silence, Tasha's Mind Whip, Wither and Bloom 

3rd level (3 slots):  Animate Dead, Ashardalon's Stride, Bestow Curse, Blink, Counterspell, Dispel Magic, Enemies Abound, Erupting Earth, Fear, Feign Death, Fly, Glyph Of Warding, Haste, Leomund's Tiny Hut, Lightning Bolt, Remove Curse, Sending, Slow, Spirit Shroud, Stinking Cloud, Summon Shadowspawn, Thunder Step, Water Walk, Water Breathing, Vampiric Touch

4th level (3 slots):  Banishment, Blight, Delerium Blast, Divination, Otiluke's Resilient Sphere, Private Sanctum, Raulothim's Psychic Lance, Secret Chest, Sickening Radiance, Spirit Of Death, Stone Shape, Storm Sphere

5th level (4 slots):  Cloudkill, Conjure The Deep Haze, Danse Macabre, Dominate Person, Enervation, Mislead, Modify Memory, Negative Energy Flood, Rary's Telepathic Bond, Scrying

6th level (3 slots):  Arcane Gate, Chain Lightning, Circle of Death, Contingency, Disintegrate, Instant Summons, Eyebite, Fizban's Platinum Shield, Forbiddance, Freezing Sphere, Globe of Invulnerability, Investiture Of Ice, Investiture Of Wind, Move Earth, Otiluke's Freezing Sphere, Scatter, Soul Cage, Tasha's Otherworldly Guise, True Seeing

7th level (3 slots):  Delayed Blast Fireball, Finger of Death, Power Word Pain, Project Image, Reverse Gravity, Teleport, Whirlwind

8th level (3 slots):  Abi-Dalzim's Horrid Wilting, Control Weather, Demiplane, Maddening Darkness

Description

Enter a general description for your monster here.

Lair and Lair Actions

When Craig Corenthium reaches 50% HP or less, a contingency spell is triggered, casting Otiluke's Resilient Sphere on him. On his next turn, he will attempt to cast either Teleport or Demiplane to enter a Demiplane where he has prepared several 8th level Glyph Of Warding.

Upon shouting "I embrace destruction!", these Glyphs will cast (and concentrate) the following spells on him at 8th level:

Ashardalon's Stride, Blink, Blur, Fizban's Platinum Shield, Fly, Globe of Invulnerability Haste, Investiture Of Ice, Investiture Of Flame, Mislead, Mirror Image, Remove Curse, Shield, Spirit Shroud, Summon Shadowspawn, Spirit Of Death, Tasha's Otherworldly Guise, True Seeing, Vampiric Touch

Further, if pursued by enemies into his Demiplane, Craig will shout out "I Forbid You!"

And the following spells will be cast by 6th level glyphs of warding, at 6th level: 

Private Sanctum, Forbiddance. The Forbiddance Spell targets Celestials, Elementals, and Fey. The Passphrase for Forbiddance is "I Reject".


At Initiative 20, Craig can raise choose one of the following options of undead to raise:
1d12 swarm of zombie limbs,1d10 shadow, 1d8 skeleton, 1d6 Wight, 1d5 ghast,  1d4 wraith1d2 mummy, or 1 sword wraith commander

Vexrathus

Comments

Posts Quoted:
Reply
Clear All Quotes