Medium Humanoid, Chaotic Evil
Armor Class 17 Natural Armor
Hit Points 85 (10d8 + 30)
Speed 35 ft.
STR
16 (+3)
DEX
16 (+3)
CON
17 (+3)
INT
9 (-1)
WIS
11 (+0)
CHA
14 (+2)
Saving Throws DEX +5, CON +5
Skills Athletics +5, Intimidation +4, Perception +2
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft, Passive Perception 12
Languages --
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Glowing Core

When the Awakened kills a creature, it regains 10 hit points as the Elysium energy pulses through it.


Slow Burn Aura (Passive)

Any creature that ends its turn within 5 feet of the Awakened takes 1d6 radiant damage as heat and light radiate from its body.


Crystallized Resolve (1/Day)

If the Awakened would be reduced to 0 hit points, it may instead drop to 1 hit point and gain resistance to all damage until the start of its next turn.

Actions

Crystal Lash (Multiattack)

Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: 11 (2d6 + 4) slashing damage and the target must succeed on a DC 13 Constitution saving throw or be weakened (disadvantage on STR-based attacks) until the end of its next turn.
The Awakened makes two Crystal Lash attacks per turn.


Elysium Pulse (Recharge 5–6)

The Awakened releases a burst of unstable Elysium energy.
Each creature within 20 feet must make a DC 14 Constitution saving throw or take 4d6 radiant damage and be pushed 10 feet away. Half damage on a success.

InstantLiquidation

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