Medium Humanoid, Lawful Evil
Armor Class 20
Hit Points 345 (25d8 + 5)
Speed
STR
13 (+1)
DEX
20 (+5)
CON
20 (+5)
INT
27 (+8)
WIS
24 (+7)
CHA
14 (+2)
Saving Throws STR +10, DEX +14, CON +14, INT +17, WIS +16, CHA +11
Damage Resistances Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks; Bludgeoning, Piercing, and Slashing from Magic Weapons
Condition Immunities Poisoned
Senses Passive Perception 38
Languages Common, Draconic, Telepathy
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Multiclass. Croses is a level 20 Order of the Immortal Mystic and a level 5 fighter

Psionics. Croses is a level 20 Mystic with a total of 71 Psi points and a limit of 7. The Save DC is 24 and Croses attack bonus on talents and Disciplines is 16

Alert: Croses can't be surprised, hidden creatures cannot gain advantage on him, and he has a +5 to initiative

Consumptive Power: Once per long rest, Croses can use HP in place of Psi points lowering his HP maximum until a long rest.

Psionic Mastery:  Once per long rest, as an action, Croses can push his mind beyond its natural limits. He may use as many Psionic disciplines in one action as he can in 11 points. If more than one discipline requires concentration, he can concentrate on all of them

Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon

Superiority Dice: Croses has 4 superiority dice he can spend on Maneuvers. The DC for is 21.

Menacing attack: Croses spends and adds a superiority die to his damage roll and the target must make a wisdom save or be frightened by Croses

Riposte: When a creature misses an attack on Croses spend a superiority die and use a reaction to attack them adding the die damage.

Sweeping Attack: If another creature is within 5 ft of Croses' target he may spend a superiority die and if his attack would hit them too deal damage to them equal to the superiority die.

Observant: Croses can read lips and gains +5 to his passive perception and passive investigation

Relentless Nature: At the start of Croses turn as long as he is under half HP and conscious, he regains 1 HP

Phylactery: Croses counts as the Phylactery for Bonehart and vice versa. As long as Croses or Bonehart is alive, the other regains half of there total HP at the start of the turn when they have 0 HP and there total HP is reduced by half after regaining HP.

Psionic Resilience: At the start of Croses turn, he gains temporary HP equal to his Intelligence modifier of 8

Immortal Will: If Croses has 0 HP at the start of his turn, he can spend 5 Psi points to regain 25 HP

Action Surge: Croses pushes past his physcial limits and gains an additional action and bonus action

Precognitive Focus: While focused on this discipline Croses has advantage on initiative rolls

Victory Before Battle (7 Psi points): Croses has a +10 bonus to initiative and gives the bonus to up to five creatures within 60 feet of him

Danger Sense (5 Psi points; con., 8 hr): As an action, you create a psychic model of reality in your mind and set it to show you a few seconds into the future. Until your concentration ends, you can’t be surprised, attack rolls against you can’t gain advantage, and you gain a +10 bonus to initiative.

Luck. If the Luck Blade is on Croses, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw Croses dislikes. You must use the second roll. This property can't be used again until the next dawn

Wish. The sword has 1 charge. While holding it, you can use an action to expend 1 charge and cast the Wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges

 

Actions

Multiattack. Croses attacks twice in one turn.

Lucky Blade. Melee Weapon Attack: +16 to hit, reach 5 ft., 1 target. Hit: [roll]1d8+5[/roll] Slashing damage + [roll]2d8[/roll] Psychic damage.

Energy Beam: As an action, you target one creature you can see within 90 feet of you. The target must succeed on a Dexterity saving throw or take [roll]4d8+8[/roll] acid, cold, fire, lightning, or thunder damage (your choice).

Mind Slam: As an action, you target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw or take [roll]4d6+8[/roll] force damage. If it takes any of this damage and is Large or smaller, it is knocked prone.

Blind Spot: You erase your image from the mind of one creature you can see within 120 feet of you; the target must succeed on a Wisdom saving throw, or you are invisible to it until the end of your next turn.

Environmental Adaptation (2 psi). As an action, you or a creature you touch ignores the
effects of extreme heat or cold (but not cold or fire damage) for the next hour.

Energy Adaptation (5 psi; conc., 1 hr.). As an action, you can touch one creature and give it resistance to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

Energy Immunity (7 psi; conc., 1 hr.). As an action, you can touch one creature and give it immunity to acid, cold, fire, lightning, or thunder damage (your choice), which lasts until your concentration ends.

View Aura (3 psi; conc., 1 hr.). As an action, you study one creature’s aura. Until your
concentration ends, while you can see the target, you learn if it’s under the effect of any magical or psionic effects, its current hit point total, and its basic emotional state. While this effect lasts, you have advantage on Wisdom (Insight) and Charisma checks you make against it.

Bestial Claws (1–7 psi). You manifest long claws for an instant and make a melee weapon attack against one creature within 5 feet of you. On a hit, this attack deals 1d10 slashing damage per psi point spent.

Rapid Step (1–7 psi). As a bonus action, you increase your walking speed by 10 feet per psi point spent until the end of the current turn. If you have a climbing or swimming speed, this increase applies to that speed as well.

Agile Defense (2 psi). As a bonus action, you take the Dodge action.

Blur of Motion (2 psi). As an action, you cause yourself to be invisible during any of your
movement during the current turn.

Surge of Speed (2 psi). As a bonus action, you gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Surge of Action (5 psi). As a bonus action, you can Dash or make one weapon attack.

Corrosive Touch (1–7 psi). As an action, you deliver a touch of acid to one creature within your reach. The target must make a Dexterity saving throw, taking [roll]1d10[/roll] acid damage per psi point spent on a failed save, or half as much damage on a successful one.

Venom Strike (1–7 psi). As an action, you create a poison spray that targets one creature you can see within 30 feet of you. The target must make a Constitution saving throw. On a failed save, it takes [roll]1d6[/roll] poison damage per psi point spent and is poisoned until the end of your next turn. On a successful save, the target takes half as much damage and isn’t poisoned.

Breath of the Black Dragon (5 psi). You exhale a wave of acid in a 60-foot line that is 5
feet wide. Each creature in the line must make a Constitution saving throw, taking [roll]6d6[/roll] acid damage on a failed save, or half as much on a successful one. You can increase the damage by [roll]1d6[/roll] per additional psi point spent on it.

Breath of the Green Dragon (7 psi). You exhale a cloud of poison in a 90-foot cone. Each
creature in the line must make a Constitution saving throw, taking [roll]10d6[/roll] poison damage on a failed save, or half as much damage on a successful one.

Crowned in Sorrow (1–7 psi). As an action, one creature you can see within 60 feet of you must make a Charisma saving throw. On a failed save, it takes [roll]1d8[/roll] psychic damage per psi point spent, and it can’t take reactions until the start of its next turn. On a successful save, it takes half as much damage

Visions of Despair (3 psi). As an action, you force one creature you can see within 60 feet of you to make a Charisma saving throw. On a failed save, it takes [roll]3d6[/roll] psychic damage, and its speed is reduced to 0 until the end of its next turn. On a successful save, it takes half as much damage. You can increase the damage by [roll]1d6[/roll] per additional psi point spent on it.

Dolorous Mind (5 psi; conc., 1 min.). As an action, you choose one creature you can see
within 60 feet of you. It must succeed on a Charisma saving throw, or it is incapacitated and has a speed of 0 until your concentration ends. It can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Ogre Form (2 psi; conc., 1 min.). As a bonus action, you gain 10 temporary hit points. In
addition, until your concentration ends, your melee weapon attacks deal an extra [roll]1d4[/roll] bludgeoning damage on a hit, and your reach increases by 5 feet. If you’re smaller than Large, you also become Large for the duration.

Giant Form (7 psi; conc., 1 min.). As a bonus action, you gain 30 temporary hit points. In
addition, until your concentration ends, your melee weapon attacks deal an extra [roll]2d6[/roll] bludgeoning damage on a hit, and your reach increases by 10 feet. If you’re smaller than Huge, you also become Huge for the duration.

Psychic Redoubt (5 psi; conc., 10 min.). As an action, you create a field of protective psychic energy. Choose any number of creatures within 30 feet of you. Until your concentration ends, each target has resistance to psychic damage and advantage on Intelligence, Wisdom, and Charisma saving throws

Darkness (1–7 psi). As an action, you create an area of magical darkness, which foils
darkvision. Choose a spot you can see within 60 feet of you. Magical darkness radiates from that point in a sphere with a 10-foot radius per psi point spent on this ability. The light produced by spells of 2nd level or less is suppressed in this area.

Light (2 psi; conc., 1 min.). As an action, an object you touch radiates light in a 20-foot
radius and dim light for an additional 20 feet. The light lasts until your concentration ends. Alternatively, a creature you touch radiates light in the same manner if it fails a Dexterity saving throw. While lit in this manner, it can’t hide, and attack rolls against it gain advantage

Shadow Beasts (3 psi; conc., 1 min.). As an action, you cause two shadows to appear in
unoccupied spaces you can see within 60 feet of you. The shadows last until your concentration ends, and they obey your verbal commands. In combat, roll for their initiative, and choose their behavior during their turns. When this effect ends, the shadows disappear. See the Monster Manual for their stat block.

Radiant Beam (5 psi; conc., 1 min.). As an action, you project a beam of light at one
creature you can see within 60 feet of you. The target must make a Dexterity saving throw. On a failed save, it takes [roll]6d6[/roll] radiant damage and is blinded until your concentration ends. On a successful save, it takes half as much damage. A
blinded target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can increase this effect’s damage by [roll]1d6[/roll]
per each additional psi point spent on it.

Bonus Actions

Mystical Recovery. After using Psi points Croses can use a bonus action to restore HP equal to the Psi points spent.

Light Step: you alter your density and weight to improve your mobility. For the rest of
your turn, your walking speed increases by 10 feet, and the first time you stand up this turn, you do so without expending any of your movement if your speed is greater than 0.

Second Wind: As a bonus action, Croses can regain [roll]1d10+5[/roll] HP

Assess Foe (2 psi). As a bonus action, you analyze the aura of one creature you see. You learn its current hit point total and all its immunities, resistances, and vulnerabilities.

Read Moods (2 psi). As a bonus action, you learn a one-word summary of the emotional
state of up to six creatures you can see, such as happy, confused, afraid, or violent.

Perceive the Unseen (5 psi; conc., 1 min.). As a bonus action, you gain the ability to see auras even of invisible or hidden creatures. Until your concentration ends, you can see all creatures, including hidden and invisible ones, regardless of lighting conditions.

Bestial Transformation. As a bonus action, you alter your physical form to gain different
characteristics. When you use this ability, you can choose one or more of the following effects. Each effect has its own psi point cost. Add them together to determine the total cost. This transformation lasts for 1 hour, until you die, or until you end it as a bonus action.

Amphibious (2 psi). You gain gills; you can breathe air and water.

Climbing (2 psi). You grow tiny hooked claws that give you gain a climbing speed equal to your walking speed.
Flight (5 psi). Wings sprout from your back. You gain a flying speed equal to your walking speed.
Keen Senses (2 psi). Your eyes and ears become more sensitive. You gain advantage on Wisdom (Perception) checks.
Perfect Senses (3 psi). You gain a keen sense of smell and an instinct to detect prey. You can see invisible creatures and objects within 10 feet of you, even if you are blinded.
Swimming (2 psi). You gain fins and webbing between your fingers and toes; you gain a
swimming speed equal to your walking speed.
Tough Hide (2 psi). Your skin becomes as tough as leather; you gain a +2 bonus to AC.

Precognitive Hunch (2 psi; conc., 1 min.). As a bonus action, you open yourself to receive momentary insights that improve your odds of success; until your concentration ends, whenever you make an attack roll, a saving throw, or an ability check, you roll a [roll]1d4[/roll] and add it to the total

Reactions

Adaptive Shield (3 psi). When you take acid, cold, fire, lightning, or thunder damage, you can use your reaction to gain resistance to damage of that type—including the triggering damage—until the end of your next turn.

Acid Spray (2 psi). As a reaction when you take piercing or slashing damage, you cause acid to spray from your wound; each creature within 5 feet of you takes [roll]2d6[/roll] acid damage.

 

Psychic Backlash (2 psi). As a reaction, you can impose disadvantage on an attack roll
against you if you can see the attacker. If the attack still hits you, the attacker takes [roll]2d10[/roll] psychic damage.

Psychic Parry (1–7 psi). As a reaction when you make an Intelligence, a Wisdom, or a
Charisma saving throw, you gain a +1 bonus to that saving throw for each psi point you spend on this ability. You can use this ability after rolling the die but before suffering the results.

All-Around Sight (3 psi). In response to an attack hitting you, you use your reaction to
impose disadvantage on that attack roll, possibly causing it to miss.

Description

Croses is the ruling king of Southern Oris. He Deposed of the previous king by illegitimate means. He is a man well beyond his expected age with wrinkles on his aged face and a balding head. He wears regal clothes and a steel crown with multiple jewels set in it adorns his head. In his right hand he holds a walking stick to keep himself upright. He is an ambitious king who wishes to conquer all of Oris and re-unite the split kingdom under his iron rule. He has several tattoos on his body that he covers with his robes.  In the place of one of his kidneys is the Phylactary of his Dracolich, Bonehart.  The two feed off one another and each of them through Croses' experiments have gained exceptional regeneration, but only while the other is alive. Croses goal is to acquire a particular relic locked away in Major's Vault.

qpnde

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