Gargantuan Monstrosity, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 250 (20d12 + 8)
Speed 80 ft., Flying , Walk 20 ft.
STR
24 (+7)
DEX
16 (+3)
CON
24 (+7)
INT
18 (+4)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws STR +12, INT +9, WIS +9, CHA +9
Skills Intimidation +20, Perception +20
Damage Vulnerabilities Radiant
Damage Resistances Necrotic
Condition Immunities Charmed, Frightened
Senses Truesight 30, Passive Perception 19
Languages Celestial, Common
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Magic Resistance. The One has advantage on saving throws against spells and other magical effects.

Shadow Stealth. While in dim light or darkness, The One can take the Hide action as a bonus action.

Legendary Resistances. The One has 4 legendary resistances per turn.

Actions

Multiattack. Can make 4 Chomp, Swipe, or Fire Salvo attacks.

Mandibles. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target is grappled (escape DC 19). Is target is medium or smaller, the escape attack is at disadvantage. Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target. 

Swipe. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 31 (7d6 + 7) slashing damage. Target makes a DC 17 Strength saving throw. On failure, target is knocked prone and pushed back 20 feet. This attack optionally can also grapple instead (escape DC 19). This attack critically hits on a 17-20.

Fire Salvo. Ranged Weapon Attack: +13 to hit, range 200 ft., 1-3 targets. Hit: 39 (6d10 + 6) fire damage. This also ignites the ground where the fireballs hit in a 15 foot radius, causing an additional 2d10 fire damage to any ending their turn.

Bonus Actions

Regenerate. If a corpse is within 15 feet of The One, they can absorb it into themselves and regenerate 20 HP (small or medium) or 40 (large or larger).

Energy Drain. If a target is grappled by The One, it can draw power from them. Grappled targets lose 1 HP dice and take on one level of exhaustion. If they have spellcasting, instead of an HP dice, they lose 1 spell slot.

Legendary Actions

4 Per Round

Mandibles. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 34 (5d10 + 7) piercing damage, and the target is grappled (escape DC 19). Is target is medium or smaller, the escape attack is at disadvantage. Until this grapple ends, the target is restrained, and the ancient deep crow can't use its mandibles on another target. 

Swipe. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 31 (7d6 + 7) slashing damage. Target makes a DC 17 Strength saving throw. On failure, target is knocked prone and pushed back 20 feet. This attack optionally can also grapple instead (escape DC 19). This attack critically hits on a 17-20.

Fire Salvo. Ranged Weapon Attack: +13 to hit, range 200 ft., 1-3 targets. Hit: 39 (6d10 + 6) fire damage. This also ignites the ground where the fireballs hit in a 15 foot radius, causing an additional 2d10 fire damage to any ending their turn.

Wing Attack (Costs 2 Actions). The One beats its wings. Each creature within 10 feet of the deep crow must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The One can then fly up to half its flying speed.

Previous Versions

Name Date Modified Views Adds Version Actions
8/27/2026 12:43:29 AM
3
2
--
Coming Soon
Tarbtano

Comments

Posts Quoted:
Reply
Clear All Quotes