Legendary Resistance (3/day). The Crimson Angel, upon failing a saving throw, can choose to spend a Legendary Resistance to succeed instead.
Unusual Nature: The Crimson Angel does not need to breathe
Undead Fortitude: If damage reduces the Crimson Angel to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the Crimson Angel drops to 1 hit point instead.
Spellcasting. The Crimson Angel is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 20, +13 to hit with spell attacks). The Crimson Angel has following Cleric spells prepared:
Cantrips (at will): Toll of The Dead, Thaumaturgy, Spare The Dying, Guidance, Sacred Flame
1st level (4 slots): Cure Wounds, Inflict Wounds, Detect Magic, Command, Crimson Thorn*
2nd level (3 slots): Hold Person, Silence, Scarlet Rot*, Zone Of Truth
3rd level (3 slots): Sending, Remove Curse, Revivify, Bestow Curse, Crimson Grasp*
4th level (3 slots): Locate Creature, Wall Of Fire, Bloom of Ruin*, Banishment
5th level (2 slots): Dominate Person, Angel's Embrace*, Flame Strike
6th level (1 slots): Crimson Communion*, Heal
7th level (1 slots): Resurrection, Finger of Death
Blight Affliction: Many Blight spells inflict Blight Marks; a creature can have up to 3 Blight Marks.
Whenever a creature gains its third mark, all marks are consumed, and it suffers Crimson Bloom:
- Takes 4d8 Necrotic Damage
- Speed reduced by 10 ft until the end of it's next turn
- Cannot regain hit points until the end of its turn
Crimson Thorn:
1st-level Evocation
Casting Time: 1 Action
Range: 60 ft
Duration: Instantaneous
A crimson-pink thorn erupts from the ground beneath a creature.
The creature makes a Dexterity saving throw.
On Failure:
- 3d8 Necrotic Damage
- Gains 1 Blight Mark
On Success:
- Half damage
- No Blight Mark
At Higher levels: +1d8 damage per spell slot above the first
Scarlet Rot:
2nd-level Necromancy
Casting Time: Bonus Action
Range: 60ft
Duration: Concentration, 1 min
Choose one creature. Whenever that creature takes damage from any source while affected, it takes an additional 1d6 Necrotic Damage
The first time each round this occurs, it gains one Blight Mark
The spell ends after the creature accumulates two additional Blight Marks or concentration ends.
Crimson Grasp:
3rd-level Conjuration
Blood-colored vines erupt from the ground in a 20ft radius
Each creature must make a Strength save.
Failure:
- Restrained
- 2d8 Necrotic damage
- Gains one Blight Mark
While restrained:
At the start of each turn:
- 2d6 Necrotic Damage
- Speed becomes 0
A restrained creature may repeat the save at the end of each turn.
Bloom of Ruin:
4th-level Necromancy
Choose a point within 90ft
A crimson flower erupts in a 15ft radius
Every creature must make a Constitution save.
Failure:
- 5d8 Necrotic Damage
- Gain 1 Blight Mark
- Healing received is halved for 1 min
Success:
- Half damage
- the flower remains for one min
Whenever a creature enters the area for the first time each turn:
- 2d6 Necrotic damage
Angel's Embrace:
5th-level Transmutation
One creature you can see becomes wrapped in living crimson flesh. The creature will need to make a Constitution save.
Failure:
- Restrained
- Blinded
- Gains one Blight Mark every round
If Crimson Bloom triggers while restrained this way:
- The creature becomes Petrified until the end of your next turn; its flesh calcifies into crimson crystal before violently cracking apart. (+ 2d8 Crimson Bloom)
Crimson Communion:
6th-level Necromancy
You draw life from every infected creature
Every creature within a 60ft with at least one Blight Mark:
- Take 4d8 Necrotic Damage
- Loses all Blight Marks
You regain HP equal to half the total damage dealt
For each creature that had three marks, you also gain temp HP equal to your spellcasting modifier.
Wings of the Fallen:
7th-level Transmutation
White wings erupt from your back, tinted with crimson pink and black feathers.
For One Minute:
- Fly speed 60ft
- Resistance to Necrotic damage
- Once per turn, you deal Necrotic damage; choose another creature within 20ft:
- It takes 3d6 Necrotic damage
- Gains one Blight Mark
The wings constantly shed crimson feathers that dissolve into spores.
Crimson Genesis:
8th-level Necromancy
Choose a creature with at least one Blight Mark. It must make a Constitution save.
Failure:
- 10d10 Necrotic damage
- Suffer Crimson Bloom immediately
- If reduced to 0 HP:
- The body erupts into a Dredged under your control. The Dredged acts immediately after your turn and lasts for one hour. (Returns to normal after an hour at 1 HP)
Heavenfall: Scarlet Ascension
9th-level Evocation (unique)
Casting Time: 1 Action
Range: Self (120ft Radius)
Duration: Concentration, up to 1 min
The Crimson Angel unfurls four immense wings of flesh and crystal, as a blood red halo ignites overhead. Crimson spores rain across the battlefield, and the ground blossoms into a garden of pulsating scarlet flora.
For the duration:
You gain flying speed of 80ft and can hover
You are immune to Necrotic damage and the poisoned condition
Hostile creatures treat the area within 120 ft as difficult terrain as crimson spores cling to their bodies
At the start of each of your turns, every hostile creature in the area must make a Constitution saving throw. On failure, it takes 5d8 Necrotic damage and gains a Blight Mark; on a success, it takes half damage and gains no mark.
Whenever a creature triggers, Crimson Bloom, choose one:
Instantly teleport to an unoccupied space within 30 ft
Restore 20 hit points
Cause crimson thorns to erupt beneath another creature within 60ft, dealing 4d8 piercing damage
Create a Dredged that obeys your commands until the spell ends.
The spell ends early if you are reduced to 0 hit points, exploding in a final bloom. Each hostile creature within 60ft must make a constitution saving thrown, taking 10d10 Necrotic damage, on a failed save, half as much on a successful one.
Cradle of the Sea:
9th-level Necromancy
Casting time: 1 Reaction, which you take when you would be reduced to 0 hit points.
Range: self
Duration: Instantaneous
Death refuses your name. The moment your body is destroyed, every Blight Mark on every creature within 1 mile, ignites in a silent crimson bloom. Living flesh blackens into a scarlet crystal as the Blight recalls its creator.
Instead of dying, your body collapses into a tree of bone-white branches, crimson-pink flowers and liquid scarlet resin. The battlefield falls unnaturally still.
At the beginning of your next turn, the tree erupts. You are reborn where the tree rests.
You revive with the following:
All conditions removed.
All expended Legendary Resistances restored.
All spell slots of 5th level or lower restored
Every hostile creature within 60ft takes 10d10 Necrotic damage and gains 3 Blight Marks, triggering Crimson Bloom
This rebirth cannot be prevented by Counterspell, Dispel Magic, Wish, or any effect that restores or destroys a creature’s body.
If your body is completely erased, disintegrated, banished, or otherwise ceases to exist, Cradle of the Sea still occurs.
Eternal Bloom:
Should the Crimson Angel be slain again before completing a long rest, Cradle of the Sea activates once more. There is no limit to the number of times this spell can trigger.
Only destroying the Heart of the Blight, the primordial source from which the Crimson Angel was born, can prevent this spell from activating. Until that source is destroyed, the Crimson Angel cannot permanently die.
“Strike down the blossom if you wish
Burn the stem.
Salt the earth.
The garden remembers.”
Multiattack. The Crimson Angel can attack 3 times with a melee weapon attack, or twice with a ranged attack.
Scythe. Melee Weapon Attack: +15 to hit, reach 10 ft., 1 target. Hit: 26 (4d8 + 8) Slashing damage.
Claw. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 18 (2d8 + 8) Slashing damage.
Tail Swipe. Melee Weapon Attack: +15 to hit, reach 5 ft., 1 target. Hit: 18 (3d6 + 8) Slashing damage.
Action Ranged Attack. Ranged Weapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.
Bonus Action Name. Enter the description for how bonus actions work for your monster here.
Reaction Name. Enter the description for your action.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Description
Enter a general description for your monster here.
Comments