Huge Celestial (Changeling), Chaotic Neutral
Armor Class 17 Natural Armour
Hit Points 112 (12d12 + 40)
Speed
STR
14 (+2)
DEX
18 (+4)
CON
12 (+1)
INT
10 (+0)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws WIS +9, CHA +10
Skills Deception +10
Damage Vulnerabilities Psychic
Damage Resistances Necrotic, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned, Prone
Senses Tremorsense, Passive Perception 17
Languages --
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Magic Weapons. Cerus’s weapon attacks are magical.

Regeneration. Cerus regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn’t function at the start of his next turn. Cerus dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Legendary Resistance (3/Day). If Cerus fails a saving throw, he can choose to succeed instead.

 

Actions

Multi-attack. Cerus makes two attacks with his shifting sword or golden masks.

The Shifting Sword. Melee Weapon Attack: +10 to hit, reach 15 ft., 1 target. Hit: 20 (3d10 + 5) [Radiant, slashing or necrotic] damage. When a creature within 5ft of Cerus is hit with his shifting sword Cerus changes shape to mirror the person he has hit. Until Cerus is hurt again, any creature who attempts to attack him must succeed on a DC15 perception check to recognise the true Cerus. If the creature fails and still decides to continue with the attack any misses will accidentally hit the doubled party member. IF the double creature moves away from Cerus the effect ends, however they do provoke an opportunity attack.

Golden Mask. RangedWeapon Attack: +8 to hit, range 30/120 ft., 1 target. Hit:  15(2d10 + 5) [Slashing] damage.

Swallow Whole (Recharges 5-6). Cerus rears up and dives into the ground splashing black smoke outward in a 15 ft radius circle. any creatures in the circle must make a DC 16 saving throw or take 2d10 psychic damage. On a success the effected creature takes half damage. The smoke quickly dissipates and a shadowy double of each creature effected appears in a space next to them. 

Reactions

Sacrificial Shield. If a shadowy double is within 10 ft of Cerus when attacked, he can use his reaction to have the shadowy double take the damage instead of himself.

Legendary Actions

Cerus has three legendary actions which replenish at the beginning of each of his turns.

Grasping hand (Costs 2 Actions). Cerus chooses one creature within 15ft to grab with one of his 5 spare arms. the creature must make a DC 12 strength saving throw or become restrained and is pulled 10 ft toward Cerus. the creature may attempt the saving throw again at the end of each of their turns until successful.

Ceramic Wave (Costs 1 Action). All creatures within a 30 ft radius of Cerus must make a DC15 saving throw or be knocked backward 10 ft and take 1d4 force damage.

Dissonant Waltz (Costs 3 Actions). All creature within 30ft of Cerus must make a DC 20 wisdom saving throw. On a failure the target is charmed by the trance-like music in the room, this creature must use it's movement on it's next turn to dance on the spot. The creature may still take regular actions but it's movement is reduced to 0.

 

Description

Cerus, twisted by Tempus' tooth and the damage caused by Orcus is a writhing black form with multiple faces where his head should be, constantly twisting and changing. There are six arms protruding from his upper torso which are black but slightly translucent with streaks of colour appearing and the fading just below the skin. jagged spikes protrude from his arms and shoulders reaching upwards toward the ceiling and chains hang from deep bounds where others must have tried to slay him. From the waist  down Cerus's form dissolves into shadowy black smoke and he moves as if he were gliding along the floor. 6 floating gold masks orbit his torso.

Lair and Lair Actions

The ballroom of Mordhaus has been Cerus' lair since he was betrayed by Orcus.

Lair Actions

On initiative count 20 (losing initiative ties), Cerus takes a lair action to cause one of the following effects; Cerus can’t use the same effect two rounds in a row:

  • Fortify shadows - All shadows within 30ft of Cerus gain 2d8 hitpoints
  • Shatter Mirrors - Cerus chooses one mirror to break.  Any creature standing within 10ft of the mirror must make a DC 14 dexterity saving throw or take 4d4 damage. and a successful save they take half damage. The terrain in front of the mirror  becomes difficult terrain and when a creature enters this space for the first time on their turn they take 1d4 damage.
  • Outburst - Cerus slams the ground beneath him casing a destructive wave to emanate from him in a 15 ft cone in any direction, any creature in the cone must make a DC 16 dex save or be knocked prone and take 1d6 damage.

 

Callumhalstead

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