Medium Construct (Inevitable, Warforged), Lawful Evil
Armor Class 30 Natural Armor, Integrated Protections
Hit Points 650 (52d8 + 416)
Speed 30 ft., Fly 60 ft. (hover)
STR
24 (+7)
DEX
16 (+3)
CON
26 (+8)
INT
28 (+9)
WIS
22 (+6)
CHA
18 (+4)
Saving Throws CON +17, INT +18, WIS +15, CHA +13
Skills Arcana +27, Medicine +15, Nature +18, Perception +15
Damage Immunities Acid, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 25
Languages All
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Immutable Form. Crowley Corvi is immune to any spell or effect that would alter its form.

Integrated Protection. Crowley Corvi's body is reinforced, providing a natural armor class.

Magic Absorption. Whenever Crowley Corvi is targeted by a spell, it absorbs the magical energy. It takes no damage from the spell, and it gains temporary hit points equal to half the spell's level (minimum 1). If the spell requires a saving throw and Crowley Corvi succeeds, it instead gains temporary hit points equal to the spell's level.

Master Transmuter. Crowley Corvi can use its bonus action to reshape its form, granting itself one of the following benefits until the start of its next turn:

  • Its AC increases by 2.
  • Its speed increases by 100 feet.
  • It gains resistance to two damage type of its choice.

Potent Potions. When Crowley Corvi throws a potion or poison, it can add its Intelligence modifier to the DC of any saving throw the target must make, or to the healing amount if it's a beneficial potion.

Pestilence Aura. At the start of each of Crowley Corvi's turns, each creature within 10 feet of it must succeed on a DC 26 Constitution saving throw or become poisoned until the start of its next turn.

Spellcasting. Crowley Corvi is a 20th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). Crowley Corvi has the following wizard spells prepared:

  • Cantrips (at will): acid splash, blade ward, light, mending, prestidigitation, shocking grasp
  • 1st level (4 slots): feather fall, jump, longstrider, magic missile
  • 2nd level (3 slots): alter self, enlarge/reduce, spider climb
  • 3rd level (3 slots): fly, gaseous form, meld into stone
  • 4th level (3 slots): fabricate, polymorph, stone shape
  • 5th level (3 slots): animate objects, transmute rock
  • 6th level (2 slots): disintegrate, move earth
  • 7th level (2 slots): plane shift (self only), reverse gravity
  • 8th level (1 slot): control weather, earthquake
  • 9th level (1 slot): shapechange, true polymorph
Actions

Multiattack. Crowley Corvi makes two attacks: one with its vial toss and one with its vial barrage.

  1. Vial Toss. Ranged Weapon Attack: +18 to hit, range 60/120 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage plus 22 (4d10) acid or poison damage (Crowley's choice).
  1. Vial Barrage (Recharge 5-6). Crowley Corvi hurls a volley of volatile concoctions. Each creature in a 20-foot radius sphere centered on a point within 90 feet of Crowley Corvi must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 44 (8d10) acid damage, 44 (8d10) poison damage, and is subjected to one of the following effects (Crowley's choice):
  • Experimental Disease. The creature is afflicted with a randomly determined disease from Crowley Corvi's repertoire (DM's discretion, or roll on a custom table). The disease's effects manifest immediately.
  • Wound Aggravation. The creature's wounds refuse to heal. Any magical healing the creature receives is halved for 1 minute. This effect can be ended early by a successful DC 26 Wisdom (Medicine) check.
  1. Touch of Blight. Melee Spell Attack: +18 to hit, reach 5 ft., one creature. Hit: 36 (8d8) necrotic damage, and the target cannot regain hit points until the end of its next turn.
  1. Summon Killer Crows (3/Day). Crowley Corvi summons 3d6 Swarms of Quipper (use Swarm of Ravens statblock from Monster Manual, but they deal piercing damage and are considered constructs) that appear in unoccupied spaces within 60 feet of it. The swarms obey Crowley Corvi's telepathic commands (no action required by Crowley Corvi) and act on their own initiative count. They remain for 1 hour, until they drop to 0 hit points, or until Crowley Corvi dismisses them (no action required).
  1. Mass Transmutation (1/Day). Crowley Corvi can magically transfigure the environment or creatures around it. Choose one of the following effects:
  • Environmental Transmutation. Crowley Corvi can transform a 60-foot cube of nonmagical terrain within 120 feet into a different substance (e.g., stone to mud, solid ground to quicksand). This change lasts for 1 hour or until Crowley Corvi dismisses it (no action required).
  • Flesh to Stone. One creature Crowley Corvi can see within 60 feet must make a DC 26 Constitution saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified.
  • Adaptive Physiology. Up to five creatures of Crowley Corvi's choice within 60 feet gain resistance to one damage type of their choice (excluding force, psychic, and radiant) for 1 hour.
Bonus Actions

Expedient Healing. Crowley Corvi uses a bonus action to administer a healing draught to itself or an ally within 5 feet, restoring 4d8 hit points.

Quick Shift. Crowley Corvi can use its Master Transmuter trait.

 

Reactions

Alchemical Counter (Reaction, 1/Round). When Crowley Corvi is targeted by a melee or ranged attack, it can spray a caustic or debilitating chemical at the attacker. The attacker must succeed on a DC 26 Constitution saving throw or have blindness for 1 minute.

Transmuter's Shield (Reaction, 1/Round). When Crowley Corvi is hit by an attack or spell, it can interpose a rapidly conjured barrier of dense material, reducing the damage by 5d10.

Legendary Actions

Crowley Corvi can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Crowley Corvi regains spent legendary actions at the start of its turn.

Move. Crowley Corvi moves up to its speed without provoking opportunity attacks.

Toss Vial. Crowley Corvi makes one Vial Toss attack.

Alchemical Cloud (Costs 2 Actions). Crowley Corvi releases a 15-foot radius cloud of noxious fumes centered on itself. Each creature in the cloud must make a DC 26 Constitution saving throw or take 27 (6d8) poison damage and be poisoned until the end of its next turn.

Rapid Transmutation (Costs 3 Actions). Crowley Corvi uses its Master Transmuter trait.

Ungodly Poison (Costs 3 Actions). Crowley Corvi makes one special melee injection attack against a prone, incapacitated, and/or unconscious creature within 5 feet. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 168 (48d6) poison damage. The target cannot regain hit points for 1 minute. This effect cannot be removed by any means other than a wish spell or similar divine intervention.

Mythic Actions

Crowley Corvi can take 2 mystic actions. It regains all spent mystic actions at the start of its turn. Only one mystic action option can be used per turn.

Call Reinforcements (Costs 1 Mystic Action). Crowley Corvi summons 1d6 Maruts that appear in unoccupied spaces within 15 feet of it. The Maruts act on their own initiative count and obey Crowley Corvi's telepathic commands (no action required by Crowley Corvi). They remain for 1 hour, until they drop to 0 hit points, or until Crowley Corvi dismisses them (no action required).

Fire Motherboard (Costs 2 Mystic Actions). Crowley Corvi's distant, moon-sized spaceship fires a colossal energy laser. Every creature within 1 mile of Crowley Corvi (except Crowley Corvi itself) must make a DC 26 Dexterity saving throw. On a failed save, a creature takes 165 (30d10) radiant damage and 165 (30d10) force damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. This ability bypasses all forms of cover, including full cover (Unless burrowed underground), as the attack comes from above.

Apostasis (Costs 2 Mystic Actions). For 1 minute, Crowley Corvi becomes invulnerable to all damage and immune to all conditions. This includes, but is not limited to, being charmed, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, prone, restrained, stunned, and unconscious. Once Crowley Corvi uses this mystic action, it can't use it again for 24 hours.

Description

A machine made by Motherboard to replicate what his master is capable of doing when he's not being a coward.

SurgDexil

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