Gravitic Presence. When a creature within 10 ft. of Cruaver targets him with an attack, it must first succeed on a DC 18 Strength saving throw or have disadvantage on that attack.
Cosmic Insight. Cruaver can see briefly 6 seconds into the future. He adds 1d6 to his initiative rolls and can’t be surprised.
Multiattack. Cruaver makes two attacks: one with his Void Maw and one with his claws, or he uses his breath weapon.
Void Maw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target.
Hit: 26 (4d10 + 4) force damage. On a failed DC 18 Constitution save, the target is staggered (cannot take reactions) until the end of its next turn.
Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target.
Hit: 17 (2d10 + 6) slashing damage.
Breath Weapon – Compressed Void Breath (Recharge 5–6).Cruaver exhales a focused beam of compressed force energy in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw, taking 54 (12d8) force damage on a failed save or half as much on a successful one. Objects and structures struck by the beam automatically take double damage and are often obliterated.
Voidstep (Recharge 4–6). As a bonus action, Cruaver teleports to any space he can see within 60 feet, leaving behind a shimmer of cosmic afterimage that grants him advantage on his next saving throw before the end of his next turn.
Cruaver can take 2 legendary actions, choosing from the options below:
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Voidlash. Make a Void Maw attack.
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Gravity Shift. Choose a creature within 30 feet. It must succeed on a DC 18 Strength save or be pulled 15 feet toward Cruaver.
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Voidstep (Costs 2 Actions). Uses Voidstep as a legendary action.
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