Medium unknown (Changeling), Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 3000 (1d4 - 1)
Speed 50 ft., Fly 120 ft. (hover)
STR
25 (+7)
DEX
20 (+5)
CON
20 (+5)
INT
25 (+7)
WIS
20 (+5)
CHA
25 (+7)
Saving Throws STR +16, CON +14, INT +16
Skills Arcana +19, Athletics +19, Deception +19, History +19, Insight +19, Perception +19, Persuasion +19, Religion +19, Stealth +19
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is Nonmagical
Senses Truesight 300 ft., Passive Perception 30
Languages Omnilinguistic
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Arcane Omnipotence. As an action, Chorus Clay uses 1d20 spell slots however he wishes. Cantrips count towards 1 spell slot. Additionally, Chorus Clay can concentrate on 2 spells requiring concentration at once.

Energy Shield. Chorus Clay is immune to all damage due to 4 Eldritch Cannons providing him a stable energy shield. Each cannon has an AC of 18 and 100 hp, has immunity to poison and psychic damage, as well as all conditions. Should all cannons be destroyed, the shield will dissipate, and Chorus Clay will be able to be harmed.

Arcane Firearm. Chorus Clay has an arcane firearm that he uses as a spellcasting focus for his artificer spells. When he casts an artificer spell through the firearm, he adds 1d8 to one of the spells damage rolls.

Strength of the Grave. When damage (that isn't radiant or from a critical hit) reduces him to 0 HP, he can make a CHA saving throw (DC 5 + the damage taken). On a success, he instead drops to 1 HP

Eldritch Mind. Chorus Clay has advantage on Constitution saving throws made to maintain concentration on a spell.

Flames of Phlegethos. When Chorus Clay rolls fire damage for a spell you cast, he can reroll any roll of 1 on the fire damage dice and use the new roll. Whenever he casts a spell that deals fire damage, he can wreathe yourself in flames that don't harm him and shed bright light out to 30 ft. (dim light for another 30 ft.) until the end of his next turn. While the flames are present, any creature within 5 ft. of him that hits him with a melee attack takes 1d4 fire damage.


 Metamagic: Chorus Clay has 30 sorcery points with which to expend.

Metamagic - Empowered Spell. When Chorus Clay rolls damage for a spell, you can spend 1 sorcery point to reroll up to 1 of the dice. He must use the new rolls and he can use this option even if he already used another Metamagic option.
Metamagic - Heightened Spell. When Chorus Clay casts a spell that forces a creature to make a saving throw, he can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Metamagic - Transmuted Spell. When Chorus Clay casts a spell that deals a type of damage from the following list, he can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
Metamagic - Twinned Spell. Chorus Clay can spend sorcery points equal to a spell's level (1 for a cantrip) to target a second creature in range with the same spell, as long as the spell at the level it's being cast is incapable of targeting more than one creature.

 

Spellcasting. Chorus Clay is a 20th-level spellcaster. His spellcasting ability is INT WIS CHA (spell save DC 25, +15 to hit with spell attacks). Chorus Clay has following spells prepared:
Cantrips (1 slots): Acid Splash, Booming Blade, Chill Touch, Fire Bolt, Green Flame Blade, Mind Sliver, Poison Spray, Prestidigitation, Ray of Frost, Shocking Grasp, Thunderclap
1st level (1 slots): Catapult, Cure Wounds, Grease, Inflict Wounds, Magic Missile, Shield, Thunderwave

2nd level (2 slots): Darkness, Invisibility, Scorching Ray, Shatter

3rd level (3 slots): Fireball, Haste, Slow, Wind Wall

4th level (4 slots): Arcane Eye, Ice Storm, Otiluke's Resilient Sphere, Polymorph, Stoneshape, Stoneskin, Summon Construct, Wall of Fire

5th level (5 slots): Bigby's Hand, Cloudkill, Cone of Cold, Creation, Greater Restoration, Immolation, Transmute Rock, Wall of Force, Wall of Stone

6th level (6 slots): Chain Lightning, Disintegrate, Eyebite, Scatter

7th level (7 slots): Finger of Death, Fire Storm, Power Word Pain, Prismatic Spray

8th level (8 slots): Incendiary Cloud, Sunburst

9th level (8 slots): Blade of Disaster, Meteor Swarm

Actions

Spellcasting. Chorus Clay uses 1d20 spell slots however he wishes. Cantrips count towards 1 spell slot.

Multiattack. Chorus Clay makes 3 greatsword attacks and can use up to 1d4 spell slots as a bonus action.

Greatsword. Melee Weapon Attack: +16 to hit, reach 10 ft., 1 target. Hit: 33 (4d12 + 7) slashing damage plus an additional 9 (2d8) force damage.

Antimatter Rifle. Ranged Weapon Attack: +14 to hit, range 120/360 ft., 1 target. Hit: 32 (6d8 + 5) necrotic damage.

Aura of Annihilation (Recharge 5-6). Chorus Clay extends his hands and saps the life force of each creature within a 60 foot cone. Each creature in the cone must make a DC 25 CON saving throw or take 66 (12d10) necrotic damage, or half as much on a success. Additionally, Chorus Clay gains temporary hit points equivalent to half the damage he dealt.

Bonus Actions

Chorus Clay has 2 bonus actions per turn.

Eldritch Cannon. Chorus Clay orders his Eldritch Cannons to fire upon his enemies.

  • Force Ballista. Ranged Spell Attack: +16 to hit, range 120 ft., 1 target. Hit: 3d8+7 force damage
  • Flamethrower. Ranged Spell Attack: DC 23 Dexterity saving throw, 15 ft. cone. 3d8+7 fire damage on fail, half on success

Convert Sorcery Points. Chorus Clay uses sorcery points to gain additional spell slots or sacrifices spell slots to gain additional sorcery points as a bonus action.

Hound of Ill Omen. Chorus Clay spends 3 sorcery points to magically summon a hound of ill omen (modified dire wolf) to target one creature he can see within 120 ft. of him.

Reactions

Chorus Clay has 2 reactions per turn.

Flash of Genius. When Chorus Clay makes an ability check or a saving throw, he can use his reaction to add +7 to the roll.

Legendary Actions

Chorus Clay 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. He regains spent legendary actions at the start of his turn.

Warp. Chorus Clay vanishes and reappears in an unoccupied space he can see within 60 feet of himself.

Attack. Chorus Clay makes either a greatsword or antimatter rifle attack.

Spellcasting (Costs 2 Actions). Chorus Clay uses up to 1d8 spell slots.

 

 

Mythic Actions

If Chorus Clay drops below 1000 hitpoints, he can use the options below as legendary actions.

Recharge (Costs 2 Actions). Chorus Clay recharges his Aura of Annihilation.

Tetraforce of Power. (Costs 3 Actions). Chorus Clay invokes his piece of the Tetraforce, unleashing devastating power on each creature within a 60 foot radius surrounding him. Each creature in the aforementioned area must make a DC 25 Dexterity saving throw or take 20d8 force damage and be paralyzed until the end of its next turn. On a success, the creature is unaffected.

Description

Enter a general description for your monster here.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Krilmek

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