Blackmaw Ancestor, the Fettersworn - AI-generated fantasy Monster

Blackmaw Ancestor, the Fettersworn

The Blackmaw Clan once believed that its greatest leaders became luminous ancestors who guarded the clan's crypts and guided its war chiefs. Al'garok discovered that these spirits could be chained to ancient funerary idols. He has spent years breaking, reshaping, and weaponizing them. Every Blackmaw elder except the Warchief knew the truth and remained silent out of fear that rebellion would destroy the Horde. The Warchief has now permitted the spirits to be deployed, believing the Horde will collapse without them.

LargeCelestial(Corrupted ancestral spirit)CR CR 25, DeadlyLawful neutral, corrupted toward lawful evil

Blackmaw Ancestor, the Fettersworn

celestialelitelegendaryorcishaberration-touchedspiritcrypt guardianbosscorruptedancestral
HP465AC+15SPD40 ft., fly 80 ft. (hover)CR25 (75,000 XP)AthleticsIntimidationPerceptionReligion
STR
22
save
DEX
14
CON
24
save
INT
16
WIS
22
save
CHA
20
save
Magic Resistance. The ancestor has advantage on saving throws against spells and other magical effects.
Legendary Resistance (3/Day). If the ancestor fails a saving throw, it can choose to succeed instead. It can use this trait three times per day.
Spirit of the Warpath. The ancestor's weapon attacks are magical. The ancestor can move across difficult terrain without spending extra movement and can pass through the spaces of other creatures, treating them as difficult terrain. The first time it enters a creature's space on a turn, that creature must succeed on a Strength saving throw or be pushed 10 feet.
Siege Monster. The ancestor deals double damage to objects and structures. It has advantage on saving throws against effects that would forcibly move it or knock it prone.
Commanded Fury. The ancestor cannot willingly move more than 120 feet from Al'garok's binding altar while at least one binding fetter remains intact. If forced beyond that distance, it takes 22 () psychic damage at the end of each of its turns.
Refuse the Grave. When the ancestor is reduced to 0 hit points, it does not die if at least one binding fetter remains intact. Instead, it drops to 1 hit point, each intact fetter takes 20 force damage, and the ancestor immediately uses Unquiet Rupture. This trait cannot activate again until all three fetters are destroyed or suppressed.
Torn Allegiance. The ancestor has advantage on saving throws against being charmed or frightened, and Blackmaw creatures have advantage on saving throws against the ancestor's fear effects.
Soul-Siphon Fetters. At the start of each of its turns, the ancestor gains 10 temporary hit points if it has at least one intact binding fetter. These temporary hit points vanish when the last fetter is destroyed or suppressed.
Multiattack. The ancestor makes one Gravebrand Cleaver attack and one Maw of the First War attack.
Gravebrand Cleaver. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 21 () slashing damage plus 18 () necrotic damage. If the target is a creature, it must succeed on a Constitution saving throw or its hit point maximum is reduced by the necrotic damage taken until it finishes a long rest. This reduction cannot lower the target's hit point maximum below 1.
Maw of the First War. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 26 () piercing damage plus 13 () psychic damage. If the target is Large or smaller, it is grappled, escape . Until this grapple ends, the target is restrained, and the ancestor cannot use Maw of the First War against another target.
Abused Legacy Breath. The ancestor exhales a storm of black-gold ancestral flame in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 63 () fire and radiant damage on a failed save, or half as much damage on a successful one. A creature that fails the save is also blinded until the end of its next turn. The ancestor cannot use this action again until the start of its next turn.
Command the Fallen. The ancestor chooses up to three creatures it can see within 120 feet. Each target must make a Wisdom saving throw. On a failed save, a target takes 27 () psychic damage and is frightened for 1 minute. While frightened in this way, the target's speed is reduced to 0 whenever it starts its turn within 30 feet of the ancestor. A frightened target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Unquiet Rupture. The ancestor releases the spirits bound inside its body. Each creature of the ancestor's choice within 20 feet must make a Strength saving throw, taking 36 () force damage and falling prone on a failed save, or half as much damage on a successful one. The ancestor can then teleport to an unoccupied space it can see within 60 feet.
Broken Benediction. The ancestor touches one willing creature within 5 feet. The creature regains 35 () hit points and can immediately repeat one saving throw against a charm, frightened, stunned, or restrained effect affecting it.
Ancestor's Shield. When the ancestor or a creature it can see within 60 feet is hit by an attack, the ancestor interposes a spectral shield. The target gains resistance to the triggering attack's damage, and the ancestor can move up to 10 feet without provoking opportunity attacks.
Ancestral Advance. The ancestor moves up to half its speed without provoking opportunity attacks.
Fetters of War. The ancestor makes one Gravebrand Cleaver attack or uses Broken Benediction.
Spirit Shockwave (Costs 2 Actions). Each creature of the ancestor's choice within 15 feet must succeed on a Dexterity saving throw or take 18 () force damage and be pushed up to 15 feet. On a successful save, a creature takes half damage and is not pushed.
Release the Ancestors (Costs 3 Actions). The ancestor uses Command the Fallen against up to three creatures, or uses Unquiet Rupture if it is available.
Cantrips
ThaumaturgyTransmutation The ancestor casts this spell at will, requiring no material components. It can communicate with any creature that understands a language, though its voice sounds like many warriors speaking together.
5th level
Flame StrikeEvocation The ancestor can cast this spell once per day without material components. It uses Wisdom as its spellcasting ability.
6th level
Heroes' FeastConjuration The ancestor can cast this spell once per day without material components. It uses Wisdom as its spellcasting ability.
7th level
Plane ShiftConjuration The ancestor can cast this spell once per day without material components. It uses Wisdom as its spellcasting ability.
8th level
Holy AuraAbjuration The ancestor can cast this spell once per day without material components. It uses Wisdom as its spellcasting ability.
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