Huge Undead, Chaotic Evil
Armor Class 18 Natural Armor
Hit Points 225 (18d12 + 108)
Speed 40 ft., Fly 60 ft.
STR
22 (+6)
DEX
14 (+2)
CON
22 (+6)
INT
10 (+0)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +12, WIS +9, CHA +10
Skills Intimidation +10, Perception +9
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Blindsight Range: 60 ft, Darkvision Range: 120 ft, Passive Perception 18
Languages Understands Common and Abyssal but cannot speak
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Eyeless Horror. Cryptwing has blindsight out to 60 feet and cannot be blinded.

Multi-Limbed Predator. Cryptwing possesses six arms and can make four claw attacks when using its Multiattack action.

Funeral Candle Aura. Necromantic candles burn along Cryptwing’s neck. Creatures within 20 feet take 10 (3d6) necrotic damage at the start of their turn. Undead creatures instead regain 10 hit points while in this aura.

Extinguish the Candles. Cryptwing’s power is sustained by six ritual candles burning along its neck.

Each candle has AC 12 and 10 hit points. The candles are immune to poison and psychic damage and resistant to necrotic damage.

A creature within 5 feet of Cryptwing may use an Action to attempt to extinguish a candle by making a DC 14 Strength (Athletics) or Dexterity (Sleight of Hand) check. On a success, the candle is extinguished.

No more than one (or two) candle can be extinguished per round.

Necromantic Backlash. When a candle is extinguished, Cryptwing releases a terrible scream as the ritual magic destabilizes. Cryptwing takes 10 (3d6) necrotic damage. This damage ignores resistances and immunities.

Flickering Ritual Flames. Whenever Cryptwing takes 30 or more damage from a single attack or spell, one of the ritual candles sputters violently. The creature that dealt the damage may immediately attempt to extinguish one candle as a free action by succeeding on a DC 14 Strength (Athletics) or Dexterity (Sleight of Hand) check if it is within 10 feet of Cryptwing.

Candle Weakness. Cryptwing weakens as candles are extinguished.

6 candles remaining — normal power
4–5 candles — Funeral Candle Aura damage is halved
2–3 candles — Cryptwing loses Legendary Actions
1 candle — fly speed reduced by 20 feet
0 candles — Cryptwing cannot activate Abyssal Resurrection (Mythic Trait) and loses its Funeral Candle Aura and takes 20 (4d10) necrotic damage.

Climb the Abyssal Horror. A creature within 5 feet of Cryptwing may attempt to climb onto its body by making a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check as part of movement or as an Action.

On a success the creature climbs onto Cryptwing and occupies its space. While climbing Cryptwing the creature moves with it, has advantage on attempts to extinguish candles, and has half cover from creatures on the ground.

 

A creature climbing Cryptwing must make a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check to maintain its grip if any of the following occur:

• Cryptwing moves more than 20 feet during a round
• Cryptwing takes 30 or more damage from a single attack or effect
• Cryptwing uses Wing Buffet
• Cryptwing flies, dashes, or is forcibly moved
• the climbing creature becomes grappled, restrained, stunned, or knocked prone

On a failed check, the creature falls from Cryptwing, landing in an unoccupied space of the DM’s choice adjacent to it. The creature takes normal falling damage based on the height fallen (1d6 bludgeoning damage for every 10 feet fallen) and lands prone.

Actions

 Multiattack. Cryptwing makes four claw attacks and one skull bite.

Claw. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 9 (2d8) necrotic damage.

Skull Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) piercing damage plus 13 (3d8) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or cannot regain hit points until the end of its next turn.

Wing Buffet (Recharge 5–6). Creatures within 15 feet of Cryptwing must make a DC 18 Strength saving throw. On a failure they take 18 (4d8) bludgeoning damage and are knocked prone. Cryptwing may then fly up to half its speed.

Innate Necromancy. Cryptwing can cast Chill Touch at will. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). When Cryptwing casts Chill Touch, a spectral skeletal hand wreathed in necrotic blue flame lashes out from one of its many arms.

 

Legendary Actions

Cryptwing 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. Cryptwing regains spent legendary actions at the start of its turn.

Claw (Costs 1 Action). Cryptwing makes one claw attack.

Necrotic Pulse (Costs 2 Actions). Cryptwing releases a pulse of necrotic energy. Creatures within 15 feet take 13 (3d8) necrotic damage.

Wing Shift (Costs 2 Actions). Cryptwing beats its wings and moves up to 20 feet without provoking opportunity attacks. Creatures climbing Cryptwing must succeed on a DC 14 Strength or Dexterity saving throw or fall.

Legendary Resistance (3/Day). If Cryptwing fails a saving throw, it can choose to succeed instead.

Mythic Actions

Abyssal Resurrection (Mythic Trait). When Cryptwing is reduced to 0 hit points, its body collapses and the ritual candles erupt in violent necromantic flame instead of the creature dying.

Cryptwing immediately regains 150 hit points and enters its mythic phase. Creatures within 30 feet must succeed on a DC 18 Wisdom saving throw or take 21 (6d6) necrotic damage and become frightened for 1 minute.

A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to Cryptwing's Abyssal Resurrection frightful effect for the next 24 hours.

If all candles have been extinguished when Cryptwing reaches 0 hit points, this ability does not activate and the creature dies permanently.

When Cryptwing's Abyssal Resurrection trait activates, it gains access to the following mythic actions. It can use mythic actions in place of legendary actions for the remainder of the encounter.

Soul-Flame Cataclysm (Costs 3 Actions). Necromantic fire erupts from Cryptwing's ritual candles. Each creature of Cryptwing's choice within 20 feet must make a DC 18 Constitution saving throw, taking 27 (6d8) necrotic damage on a failed save, or half as much damage on a successful one.

Description

Cryptwing, the Abyssal Horror, is a towering undead monstrosity born of necromantic ritual and abyssal corruption. Its eyeless skull face at the end of its long hunched back adorned by ritual candles whose blue flames sustain its unnatural life. Six clawed arms drag its massive form across the ground while four great feathered wings allow it to leap and glide through cavernous crypts.

Cryptwing hunts in ancient ruins and deep Underdark chambers where forgotten cults once worshipped it. The candles burning along its neck are the focus of the ritual binding its spirit to the material world. When these flames are extinguished, the creature weakens as the magic sustaining it begins to collapse.

Despite its blindness, Cryptwing perceives the world through supernatural senses, striking with terrifying precision while unleashing waves of necrotic energy from the cursed flames that flicker from its candles.

Previous Versions

Name Date Modified Views Adds Version Actions
3/11/2026 8:23:11 PM
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Monster Tags: undeadmonstrosity

Habitat: AnyUnderdark

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