Corrupted Dragonspawn General - AI-generated fantasy Monster

Corrupted Dragonspawn General

The Corrupted Dragonspawn General was once a respected defender of the eastern marches. During a disastrous siege, it accepted a dragon-heart shard from its invaders, believing the power would save its soldiers. The shard did save the wall, but only by transforming the general into an immortal engine of conquest. Now it commands the same eastern wall against the people it once swore to protect.

LargeDragon(Dragonspawn)CR Challenge Rating 10lawful evil

Corrupted Dragonspawn General

dragonspawnbruiserbosssiege commandercorruptedcrystalnecroticlegendary creature
HP178AC+8SPD30 ft., Climb 20 ft. on stone walls and battlementsCR10 (5,900 XP)AthleticsIntimidationPerceptionSurvival
STR
20
save
DEX
14
CON
20
save
INT
10
WIS
14
save
CHA
16
save
Legendary Resistance (3/Day). If the general fails a saving throw, it can choose to succeed instead. It can use this feature three times. The general regains expended uses when it finishes a long rest.
Shard-Infused Resilience. The general has advantage on saving throws against spells and other magical effects that would stun, paralyze, restrain, or force it to move. Whenever it succeeds on one of these saving throws, crystalline energy lashes out, and the creature that caused the effect takes 5 necrotic damage if within 30 feet.
Frightful Presence. Each creature of the general's choice within 30 feet of it and aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds is immune to this general's Frightful Presence for 24 hours.
Corrupted Dragon-Heart. The general's weapon attacks are magical. When the general deals necrotic damage, it ignores resistance to necrotic damage.
Unyielding Stance. The general has advantage on ability checks and saving throws made to avoid being knocked prone.
Multiattack. The general makes two Shardblade attacks and one Bite attack.
Shardblade. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 12 () slashing damage plus 4 () necrotic damage. If the target is Large or smaller, it must succeed on a Strength saving throw or be pushed up to 10 feet and knocked prone.
Bite. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 16 () piercing damage plus 4 () necrotic damage.
Necrotic Breath. The general exhales corrupted shadow in a 60-foot cone. Each creature in that area must make a Constitution saving throw, taking 45 () necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save cannot regain hit points until the end of its next turn. The general cannot use Necrotic Breath again until it recharges at the start of one of its turns after rolling a 5 or 6 on a d6.
Shardburst. The general releases a pulse of crystal corruption. Each creature of the general's choice within 15 feet must succeed on a Dexterity saving throw or take 10 () piercing damage and have its speed reduced by 10 feet until the end of its next turn.
Shard Deflection. When the general is hit by an attack, it reduces the damage by 10 (), to a minimum of 0, and gains advantage on its next attack before the end of its next turn.
Shardblade Attack. The general makes one Shardblade attack.
Commanding Advance. The general moves up to half its speed without provoking opportunity attacks from one creature it has damaged this turn.
Crystalline Dread (Costs 2 Actions). One creature the general can see within 30 feet must succeed on a Wisdom saving throw or become frightened until the end of its next turn.
Break the Line (Costs 3 Actions). The general uses Shardburst, if available, or makes one Bite attack and one Shardblade attack.
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