Large unknown, Chaotic Good
Armor Class 17 Natural
Hit Points 240 (15d20 + 20)
Speed 55 ft., Fly 60 ft. Gaseous
STR
10 (+0)
DEX
18 (+4)
CON
16 (+3)
INT
26 (+8)
WIS
24 (+7)
CHA
23 (+6)
Saving Throws DEX +10, CON +9, INT +14, WIS +13
Skills Arcana +21, Deception +20, Insight +12, Perception +16, Stealth +20
Damage Vulnerabilities Cold, Radiant
Damage Immunities Acid, Poison
Senses Truesight, Passive Perception 16
Languages All Telepath All lenguages telepathically
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Mystic presence: As long as the creature it's not cloned all enemies have disadvantage on any saving throw

Multitask: This creature can make 2 unharmfull actions on a single turn 

Astral Regeneration: Each turn it finishes hidden recovers (1d6) hit points 

PoisonGas Form: 13 Cósmico can move as poisonous gas and go throw anything being gaseous, if it moves through a creature it takes 1d6 of poison dmg

Mega toxins: Creatures can't be resistant or inmune to this poison, targets poisoned by this creature take 1d8 each turn being poisoned, a poisoned creature can take a Constitution skill check at the start of its turn, if it succede the poison stop. 

Actions

Slam:
Meele wepon attack: +8 to hit reach 5ft. one target Hit: (1d10) bludgeoining damage

Thorn tongue:
Ranged attack: +8 to hit reach 30 ft. two targets Hit: (3d6+8) piercing damage and the
targets must succed on a DC 14 Constitution saving throw or be poisoned 

Acid spit:
Ranged or close attack: +8 to hit reach up to 60 ft. but if can be used as a wide attack hitting in a T pattern 10ft. Hit: (2d12+6) acid damage

Teleport*

Great Invisibility*

Poisonous cloud:
"13" exhales a cloud of toxins to the air 30ft. foward in a cone of 30ft. any creature there takes 1d6 of acid damage and must succed on a DC 16 Constitution saving throw or be poisoned.
Toxic Combustion:
The turn after Poisonous cloud was left on the field "13" spits a green flame to it and it explodes on darkgreen flames, adding 10ft of radius to the cloud on the explotion, every creature within this radious takes (6d8) of acid and fire damage (Half each)

Noxious Rain (Cost 2 actions) (Recgarge 6-7)
"13" starts to inflate its vocal sack with acid, it remains still for as long as it inflates (while doing this its skin hardenes +1AC) the next turn it releses a rain of acid in a 50ft. radius, every creature inside this radius takes 8d6 of acid damage and at the same tima "13" recovers 3 hit points for each one of those dices that didnt rolled a 1

Reactions

Mystic cloning: 

The hit that reduce this creature hit points below 30% will create an exact copy of it with 10% of its total life at the moment, undistinguible one from another (Only known to the DM wich is wich) in the event either of them dies the other will absorb it and be left with the hit points it had when it split.

Shedding: (Recharge 6-7)

"13" can choose to make a saving throw against any attack to prevent any damage or condition,

Legendary Actions

White noise:

13 Cósmico can shake his wings to emit a white noise frecuency that negates every sound in a 500ft. radius, every creature in this radious its silenced and deafened (This effect last 2 turns)

Boggart proyection: 

13 Cósmico can cast an illusion on any creature the target must make an intelligence saving throw of 18 or be trapped on an illusion. 
The illusion will make the target belive its alone with a strong creature determined by the DM, on its turn the creature will take an action as well and the creature affected can be damaged by the illusion as long as the spell remains. 
Each turn the affected creature can make an Insigth skill chek to set free of the spell

Description

An "Alebrije" from the Mexica underworld "Mictlán" known to anciento creatures as the protector of treasures and the gods sources of mystic power.

Nothing more is known of this creature as no one have survived an encounter with it

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Elreic

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