Large unknown, Chaotic Evil
AC 30 Natural Armor    Initiative +20 (30)
HP 10000 (100d20 + 9000)
Speed 250 ft., Walk 250 ft.
Mod Save
STR 30 +10 +19
DEX 30 +10 +19
CON 30 +10 +19
Mod Save
INT 30 +10 +10
WIS 30 +10 +10
CHA 30 +10 +10
Resistances All
Senses Passive Perception 25
Languages All
CR 30 (XP 155,000; PB +9)
Traits

The End of Everything. With the powers of both Light and Shadow in Corruption's control, he has become an unstoppable force of destruction, with one clear goal: the destruction of everything that is across every reality. He is almost entirely unstoppable, and you fear if it will even be possible to win against him.

Tendrils of Corruption. Corruption can extend the 4 tendrils on his back infinitely, and can branch them off in any direction. 

Reality Defying Omnipotence. Whenever Corruption rolls a nat 1, treat it as though it were a nat 20.

Ultimate Perfect Power. +2 to every roll. This cannot cause the roll to be higher than the max roll.

Unyielding Resilience. Regenerate 3d12 HP every turn, without roll modifiers.

Actions

Golden Beatdown. Unleashes a flurry of incredibly fast punches onto the target, launching them back. +10 to hit, 5ft. range. 10d6 +15 damage. Launches target back 50 ft. Lowers enemy AC by 2 for 3 turns.(Stackable)

Multi Slash. Slashes 5 times at once with his corrupted tendrils, hitting anyone within 10ft. of the target. +12 to hit, 100ft. range. 5d12 + 7 damage. Increases target's damage received by 7% for 3 turns.(Stackable)

Destructive Burst. Shoots a medium burst of corrupted energy at a target. +10 to hit, 250ft. range, 15ft. splash. 8d8 + 8 damage. Lowers all of the target's ability modifiers by 1 for 3 turns. (Stackable)

Razor Hat. Throws his razor sharp hat at an enemy, which bounces to another target if they are within 15ft. of the current target. +9 to hit, 75ft. range. 4d10 + 12 damage. Inflicts targets with bleed, dealing 5d4 damage every turn for 3 turns.

Multi-Impale. Launches 5 tendrils out to impale a target. +10 to hit, 75ft. range. 5d12 + 5 damage. Lowers target's damage by 7% for 3 turns.(Stackable)

Malevolent Destruction. Unleashes a barrage of rapid slices with his tendrils in a 20ft. radius from the target. +15 to hit, 75ft. range. 15d4 + 10 damage. Lowers enemy's rolls by 2 for 3 turns.(Stackable) If this causes the roll to be 0 or less, treat it as a nat 1.

Chaotic Combo. Unleashes a combo of punches and kicks on a target, knocking them back 20ft. and a 1d4 chance of stunning them. +10 to hit, 5ft. range. 3d20 + 14 damage. Lowers enemy's range by 10% for 3 turns. (Stackable)

Dimensional Rift. Launches a devastating slash that tears through the fabric of reality itself, causing a rift to form where the slash lands. +20 to hit, 200ft. range. 7d12 + 16 damage. Target must roll a dc17 DEX saving throw. On failure, target will be sent through the rift into a new reality. The rift will last until corruption closes it or is defeated. 

Bonus Actions

Tendril Slash. Slashes a target with one of his tendrils. +7 to hit, 50ft. range. 3d8+5 damage.

Wall of Tendrils. Forms a wall in front of his target made up of his tendrils from beneath the ground. This wall can be as big as he wants, and lasts until his next turn. (3 turn recharge)

 

Reactions

Momentary Phase. Up to once per turn, Corruption can turn his body into a shadowy mist when receiving an attack, causing it to phase right through him.

Legendary Actions

Each turn, Corruption gains 3 legendary actions that are saved if not used. Corruption can save up to 30 actions.

Up From The Bottom (Costs 3 Actions). Launches a tendril from below the ground to attack an enemy, dealing 3d12+9 damage. Increases Corruption's damage by 7% for 3 turns. (Stackable)

RATATATA (Costs 2 Actions). Rapidly fires tiny energy blasts at a target from his finger, dealing 3d8+7 damage. Adds +1 to all of Corruption's rolls for 3 turns. (Stackable)

Kingslayer (Costs 5 Actions). Counters an incoming melee attack by blocking it and then slashing the target away with his tendrils, dealing 3d10+5 damage, and increasing Corruption's AC by 2 for 3 turns. (Stackable)

Break Stuff (Costs 7 Actions). Sends out many tendrils from his back, launching 2 at every enemy. Each enemy must do either a DEX or STR saving throw of 17 to block both, and 13 to block one tendril. Each tendril that lands deals 1d20+7 damage. Reduces Corruption's damage received by 5% for 3 turns for each enemy hit. 

Ultimate Technique: Clone Barrage (Costs 20 Actions). Corruption uses his tendrils to create 4 clones of himself, who are each exact copies of himself. They each have 250 HP and deal 25% of the damage corruption does. This can only be used up to twice per battle.

Mythic Actions

I Won't Lose to You. Upon reaching 30% HP, Corruption will lose it, becoming absolutely enraged, and recover 20% HP, as well as immediately firing off his ultimate attack, skipping his next 2 turns to charge it. After this, Corruption will gain access to 1 mythic action every 3rd turn.

Ultimate Attack: The Destruction of Everything. Launches up 1 mile into the air, and spreads out his tendrils, covering the sky in a 5 mile radius with them. He then begins charging energy with his own body, as well as at several points throughout the wall of tendrils. This will charge for 2 turns, and Corruption cannot be attacked while this is charging. When it hits, anything from the surface to 250ft. underground will be completely destroyed within a 2 mile radius from where he fires it. If a creature is caught in this, it will immediately be killed. The only way to survive this, is to either quickly get far enough underground, or to quickly cast multiple powerful barrier spells.

Into The Shadows (Costs 1 Action). Corruption dives into the shadows, and will reach his hand out from a creature's shadow, grabbing their leg and pulling them into the shadows for 1 turn. This also deals 4d20+20 damage.

Faster Than Light Itself (Costs 1 Action). Corruption, using the powers of Light, speeds himself up so fast that he surpasses the speed of light itself. This allows him to take 3 turns in one temporarily, and when he is attacked, both players must do a dex roll to see if it hits Corruption. This effect lasts for 1 turn, and causes Corruption to be burnt out for 1 turn after, skipping his turn and increasing his damage received by 50%

Corrupted Burst (Costs 1 Action). Sends out a shockwave of corrupted energy, hitting all creatures with the following effects for 2 turns; Increase damage received by 30%, Reduce damage dealt by 30%, Decrease AC by 4, Decrease all healing by 50%, Decrease all ability modifiers by 3, Decrease all rolls by 5, and take 2d12 damage per turn.

Description

Corruption's body is a semi-transparent crimson red, and he has 4 tendrils connected to his back that he can extend. These tendrils are a deep crimson red, with a crystal-like look, and bone-like texture. He wears a signature red straw hat, and the rest of his clothes are taken from warriors he found as worthy challengers.

Derpicooki

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