Epitome

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Epitome

Large construct, chaotic evil

Armor Class 20 (Natural Armour)
Hit Points 220 (34d12 + 71)
Speed 60 ft. Fly Speed 100 ft.
STR
18
(+4)
DEX
20
(+5)
CON
19
(+4)
INT
26
(+8)
WIS
26
(+8)
CHA
22
(+6)
Saving Throws Int +14, Wis +12, Cha +10
Skills Arcana +13, Insight +12, Perception +12
Damage Resistances Fire, Cold, Necrotic, Radiant, Psychic
Damage Immunities Slashing, Bludgeoning and Piercing damage from non-magical weapons
Condition Immunities Blinded, Frightened, Deafened, Grappled, Prone, Petrified, Paralyzed, Restrained, Poisoned
Senses Passive Perception 24, Darkvision 120 ft, Blindsight 60 ft, Truesight 30 ft
Languages Common, Abyssal, Celestial, Draconic, Giant, Infernal, Elvish, Telepathy (120ft)
Challenge 17 (18,000 XP)

Spellcasting. The Epitome is a 15-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks).

Cantrips (at will): Sacred Flame, Toll the Dead, Shocking Grasp

3rd level (3 slots): Counterspell

4th level (3 slots): Dimension Door, Blight

5th level (2 slots): Flame Strike, Hold Monster

6th level (1 slot): Chain Lightning

Magic Resistance. Epitome has Advantage on saving throws against spells and other magical effects.

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

Perfected Anatomy. Epitome is immune to disease and poison. It doesn't need to eat, drink, breathe, or sleep.

Two Natures, One Body. Once per turn, when Epitome deals radiant damage, it can deal an additional 7 (2d6) necrotic damage to one creature damaged by that effect.

Actions

Multiattack. Epitome makes three attacks, choosing from Halo Rend, Seraphic Claw, and Anatomical Rupture. It can replace two attacks with one use of Incinerating Revelation.

Halo Rend. +13 to hit, one target. Hit: 21 (3d8 + 8) slashing damage plus 9 (2d8) radiant damage.

Seraphic Claw. +13 to hit, one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) necrotic damage.

Anatomical Rupture. +11 to hit, one target. Hit: 18 (4d8) necrotic damage. The target can't regain hit points until the start of Epitome's next turn. The target must make a DC 21 CON save or become unable to heal until the start of Epitome's next turn. Epitome can only use this attack once per round

Incinerating Revelation — Recharge 9–10. Epitome chooses a point it can see within 120 feet. Each creature in a 20-foot-radius sphere centred on that point must make a DC 21 Dexterity saving throw. Each creature within the sphere takes 45 (10d8) radiant damage and the creature is blinded until the end of its next turn. On a success they take half damage and are not blinded

Reconstitution Protocol — Recharge 12. Epitome targets a creature it can see within 60 feet. The target must make a DC 21 Constitution saving throw. Failure: 36 (8d8) necrotic damage, and the target's speed is halved until the end of its next turn. Success: Half damage, with no speed reduction.

Reactions

Calculated Adaptation. When Epitome takes damage from an attack it can see, it reduces the damage by 15. It can't use this reaction against the same damage type again until the start of its next turn.

Wing Interposition. When a creature Epitome can see hits it with an attack, Epitome adds 4 to its AC against that attack, potentially causing it to miss. If the attack misses, Epitome can move 10 feet without provoking opportunity attacks.

Legendary Actions

Wingbeat — 1 Action. Epitome moves up to half its flying speed without provoking opportunity attacks. Each creature within 10 feet of the space it leaves must succeed on a DC 21 Strength saving throw or be pushed 10 feet.

Halo Strike — 1 Action. Epitome makes one Halo Rend attack.

Judgment of the Many Eyes — 2 Actions. One creature Epitome can see within 60 feet must make a DC 21 Wisdom saving throw, taking 18 (4d8) psychic damage on a failure, or half as much on a success. On a failure, the target also can't take reactions until the end of its next turn.

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