Large Fiend, Neutral Evil
Armor Class 18 Natural Armor
Hit Points 189 (18d10 + 90)
Speed 30 ft., Fly 30 ft. (Hover)
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws STR +20, CON +18, WIS +12, CHA +16
Skills Arcana +7, Perception +6, Stealth +6
Damage Resistances Bludgeoning and Slashing from nonmagical attacks, Fire, Force
Damage Immunities Poison
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Truesight 60 ft, Passive Perception 16
Languages Abyssal, Deep Speech, Telepathy 120 ft
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Cubic Hierarchy Immunity. Crimson Nova is immune to spells, conditions, and ability effects originating from any creature whose primary spellcasting or offensive stat modifier is +3 or lower.

Aura of Crimson Ruin. Any creature that starts its turn within 15 feet of Crimson Nova, or enters that area for the first time on a turn, takes 11 (2d10) force damage and 11 (2d10) fire damage.

Geometric Phase. Crimson Nova can pass through physical solid objects and creatures as if they were difficult terrain.

Actions

Multiattack. Crimson Nova makes two Cubic Blade attacks.

Cubic Blade. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) slashing damage plus 9 (2d8) force damage.

Cubic Karma Blast (Recharge 5–6). Crimson Nova unleashes a 30-foot cone of geometric razor-shards. Each creature in the area must make a DC 16 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much on a successful one. A failed save also applies a Cubic Counter (negating spellcasting until cured).

Bonus Actions

Spatial Shift. Crimson Nova teleports up to 30 feet to an unoccupied space it can see.

Triple Nova Fusion (Trinity Convergence). If Crimson Nova is within 15 feet of two other Crimson Nova monsters (or active proxy Vijams), it can consume them. The three entities merge instantly, spawning Crimson Nova Trinity the Dark Cubic Lord at full HP.

Reactions

Cubic Counter Pulse. When targeted by an attack or spell within 30 feet, Crimson Nova forces the attacker to make a DC 16 Wisdom saving throw. On a failure, the attack/spell is canceled and the target takes 10 (3d6) psychic damage.

Legendary Actions

Enter the description for how legendary actions work for your monster here.

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Habitat: Planar (Astral Plane)

skylargeske13

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