Hive God. Crota's weapon attacks are magical. Whenever Crota reduces a creature to 0 hit points, he gains 20 temporary hit points.
Aura of Despair. Hostile creatures within 30 feet of Crota have disadvantage on saving throws against being frightened.
Sword Logic. Whenever Crota deals damage with his Cleaver, he regains hit points equal to half the necrotic damage dealt.
Oversoul (1/Day). At the start of combat, and again when Crota is reduced below half his hit points, the Oversoul manifests.
Until the Oversoul is destroyed:
- Crota is immune to all damage.
- At initiative count 20, each hostile creature must succeed on a DC 22 Constitution saving throw or take 36 (8d8) necrotic damage.
The Oversoul is a Large magical object with AC 20, 75 hit points & has Immunity to poison and psychic damage
Destroying the Oversoul ends this effect.
Multiattack. Crota makes three Cleaver attacks.
Cleaver of Crota. Melee Weapon Attack: +16 to hit, reach 15 ft. hit: 26 (3d10 + 9) slashing + 18 (4d8) necrotic
If the target is Huge or smaller it must succeed on a DC 22 Strength save or be knocked prone.
Soul Rend (Recharge 5–6). Each creature of Crota's choice within 30 feet must make a DC 22 Constitution saving throw or take 45 (10d8) necrotic damage and have thier Maximum hit points reduced by half the damage taken until a long rest.
Summon the Swordbearer (1/Day). When Crota is reduced below half his hit points, or when the current Swordbearer dies, a new Swordbearer emerges from the darkness at initiative count 20 of the following round.
Only one Swordbearer can exist at a time.
Crushing Advance. Crota moves up to half his speed. Each creature whose space he moves through must make a DC 22 Dexterity save or take 18 (4d8) bludgeoning damage and knocked prone.
Parry. Crota adds +5 AC against one melee attack that would hit. If it misses, the attacker must succeed on a DC 22 Dexterity save or take 18 (4d8) slashing damage.
Crota 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. Crota regains spent legendary actions at the start of its turn.
Cleaver Swing. Make one Cleaver attack.
Advance. Move up to half speed without provoking opportunity attacks.
Sword Wave (Costs 2). Crota swings the Cleaver of Crota in a wide arc, unleashing a crescent of corrupt Hive energy. Each creature in a 30-foot cone must make a DC 22 Dexterity saving throw.
On a failed save, a creature takes 22 (4d10) force damage plus 9 (2d8) necrotic damage, and if it is Large or smaller, it is pushed up to 10 feet directly away from Crota.
On a successful save, the creature takes half as much damage and isn't pushed.
Crushing Slam (Costs 3). Crota raises the Cleaver of Crota high above his head before slamming it into the ground with earth-shattering force. Each creature of Crota's choice within 20 feet of him must succeed on a DC 22 Strength saving throw.
On a failed save, the creature takes 27 (6d8) bludgeoning damage plus 9 (2d8) necrotic damage, is knocked prone, and its speed becomes 0 until the start of its next turn.
On a successful save, the creature takes half as much damage and suffers no additional effects.
Mythic Trait: The Eater of Hope.
When Crota is reduced to 0 hit points for the first time, he doesn't die.
Instead he regains 200 hit points, The Oversoul immediately manifests again. All Hive creatures regain all hit points. Crota's Cleaver attacks deal an additional 2d8 necrotic damage. He gains one additional Legendary Action each round.
This transformation marks the beginning of Phase Two of the encounter.
Lair and Lair Actions
Lair Actions (Crota's Oversoul Throne).
On initiative count 20 (losing initiative ties), Crota uses one of the following:
- Darkness Descends. Magical darkness fills a 40-foot-radius area until initiative count 20 on the next round.
- Spawn the Brood. 1d4 Thralls emerge from cracks in the floor.
- Soulfire Eruption. Up to three points Crota can see erupt with green Hive fire. Creatures within 10 feet of each point must make a DC 22 Dexterity saving throw or take 18 (4d8) fire and necrotic damage.
- Weight of the Sword Logic. Each hostile creature must succeed on a DC 22 Wisdom saving throw or have its speed reduced to 0 until the start of its next turn.
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