The Demon of Krusad
The
Demon of Krusad is one of the many dangers that face the nation. He is trying to collect all he needs in order
to free the primordials trapped in the elemental chaos. He has failed many times in the past, but
even time is not meaningless to this titan.
He has grown truly ancient and somewhat frail in his advanced
years. His armored carapace is scarred
but still none can penetrate his hide.
He has also grown a bit mad in all of his failed attempts, often lashing
out at people and things for no apparent reason. The thing is, he has slowly been corrupted by
Nihal of the Red Worms, an aberration of
the Far Realms. What Nihal has been
doing is slowly corrupting the ritual so that instead of the waking the
primordials, the Demon of Krusad has been opening a portal to the Far Realms to
let Nihal and its ilk in.
The
Demon makes use of Ill'vae'naas, the Lamia Queen to secure him sacrifices and
components for his rituals.
Sand
Kraken, Gargantuan monstrosity (titan), chaotic evil
Armor Class 22 (natural armor)
Hit Points 475 (30d20 + 150)
Speed 20ft.
STR 30
(+10) DEX 10 (+0) CON 20 (+5)
INT 24 (+7) WIS 18 (+4) CHA 20 (+5)
Skills Arcana +14
Saving Throws Str +18, Dex +8, Con +13, lnt
+15, Wis + 12
Damage Immunities fire; bludgeoning, piercing,
and slashing from nonmagical weapons
Condition Immunities frightened, paralyzed
Senses truesight 120ft., passive Perception 14
Languages understands Abyssal, Celestial,
Infernal, and Primordial but can't speak, telepathy 120ft.
Challenge 24 (62,000 XP)
Freedom of Movement. The Demon of Krusad
ignores difficult terrain, and magical effects can't reduce its speed or cause
it to be restrained. It can spend 5 feet of movement to escape from nonmagical
restraints or being grappled.
Siege Monster. The Demon of Krusad deals double
damage to objects and structures.
ACTIONS
Multiattack. The Demon of Krusad makes three
tentacle attacks, each of which it can replace with one use of Fling.
Bite. Melee Weapon Attack: +18 to hit, reach 5
ft., one target. Hit: 27 (3d10 + 1 0) piercing damage. If the target is a Large
or smaller creature grappled by the Demon of Krusad, that creature is
swallowed, and the grapple ends. While swallowed, the creature is blinded and
restrained, it has total cover against attacks and other effects outside the
Demon of Krusad, and it takes 42 (12d6) acid damage at the start of each of the
Demon of Krusad's turns.
If the
Demon of Krusad takes 50 damage or more on a single turn from a creature inside
it, the Demon of Krusad must succeed on a DC 25 Constitution saving throw at
the end of that turn or regurgitate all swallowed creatures, which fall prone
in a space within 10 feet of the Demon of Krusad. If the Demon of Krusad dies,
a swallowed creature is no longer restrained by it and can escape from the
corpse using 15 feet of movement, exiting prone.
Tentacle. Melee Weapon Attack: +18 to hit,
reach 30ft., one target. Hit: 23 (3d8 + 10) bludgeoning damage, and the target
is grappled (escape DC 18). Until this grapple ends, the target is restrained.
The Demon of Krusad has ten tentacles, each of which can grapple one target.
Fling. One Large or smaller object held or
creature grappled by the Demon of Krusad is thrown up to 60 feet in a random
direction and knocked prone. If a thrown target strikes a solid surface, the
target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the
target is thrown at another creature, that creature must succeed on a DC 18
Dexterity saving throw or take the same damage and be knocked prone.
Rain of Fire. The Demon of Krusad magically
creates around itself a rain of fire that effects all targets in 60-feet of
it. Every target must make a DC 23
Dexterity saving throw, taking 17 (3d10) fire damage on a failed save, or half
as much damage on a successful one.
Unattended, flammable materials catch on fire.
LEGENDARY ACTIONS
The
Demon of Krusad 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. The Demon of Krusad regains spent legendary actions at
the start of its turn.
Tentacle Attack or Fling. The Demon of Krusad
makes one tentacle attack or uses its Fling.
Rain of Fire (Costs 2 Actions). The Demon of
Krusad uses Rain of Fire.
Sand Storm (Costs 3 Actions). The Demon of
Krusad rouses the sand into a storm that covers a 60-foot radius that spreads
around corners, and that area is heavily obscured to creatures other that the
Demon of Krusad. Each creature other
than the Demon of Krusad that ends its turn there must succeed on a DC 23
Constitution saving throw, taking 16 (3d10) bludgeoning damage on a failed
save, or half as much damage on a successful one as the sand scours the flesh
from bone. The sand storm lasts until
the Demon of Krusad's next turn.
A KRAKEN'S LAIR
A Demon
of Krusad lives in deep, dark caves in the desert.
LAIR ACTIONS On initiative count 20 (losing
initiative ties), the kraken takes a lair action to cause one of the following
magical effects:
- A strong air current moves through the Demon of Krusad's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the Demon of Krusad. On a success, the creature is pushed 10 feet away from the Demon of Krusad.
- Creatures within 60 feet of the kraken have vulnerability to fire damage until initiative count 20 on the next round.
- The air in the Demon of Krusad's lair becomes super-heated charged. All creatures within 120 feet of the Demon of Krusad must succeed on a DC 23 Constitution saving throw, taking 13 (3d8) fire damage on a failed save, or half as much damage on a successful one.
- Small, red worms about a foot long, eat their way through the stone and sand that make up the Demon of Krusad's lair. In a 30-foot cube at any point that the kraken can see 120-feet away, those in the cube must make a DC 24 Dexterity saving throw or become mired in the red worm muck and unable to move until the Demon's next turn. The worms then dissolve into a disgusting slime. A gift from Nihal.
REGIONAL EFFECTS
The
region containing a kraken's lair is warped by the creature's blasphemous
presence, creating the following magical effects:
- The kraken can alter the weather at will in an 18-mile radius centered on its lair. The effect is identical to the control weather spell.
- Strange vegetation can been seen growing within 18-miles. The vegetation is harmful to those of this plane of existence and a DC 24 saving throw in required if eaten or the eaters become poisoned for a day.
- Because of the effects of Nihal, red worms have been seen in the area. Treat the red worms as purple worms, but only red. Currently there are only seven of the red worms that ply along his territory of 18-miles.
- Desert creatures within 18 miles of the lair that have an Intelligence score of 2 or lower are charmed by the Demon of Krusad and aggressive toward intruders in the area.
When the
kraken dies, all of these regional effects fade immediately.
No comments:
Post a Comment