Corelon (5e Creature)

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Medium aberration, chaotic neutral


Armor Class 30 (natural armor)
Hit Points 2750
Speed 500 ft, fly 1 mile


STR DEX CON INT WIS CHA
30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10) 30 (+10)

Saving Throws all
Skills all (+30)
Damage Immunities bludgeoning, slashing and piercing damage not dealt from adamantine or magical weapons, poison, radiant, necrotic, force, fire, cold, thunder, lightning damage
Condition Immunities poisoned, exhaustion, prone, stunned, restrained, charmed, paralyzed, incapacitated
Senses passive Perception 50, Truesight, Blindsight
Languages all, Telepathy
Challenge 50 (1,220,000 XP)


Warped Reality. The presence of Corelon warps reality, causing a one mile area centered on Corelon to become difficult terrain for everyone but Corelon. All magic cast in the radius causes a Wild Magic Surge, and everything starts changing the same way things change in Limbo. Corelon can stop any of all of these effects.

Arcane Protection. Corelon automatically succeeds on saving throws against spells, and is resistant to all damage dealt by a spell.

Arcane Shield. Any line spell such as Magic Missile or Ray of Frost that is casted at Corelon automatically misses and is instead deflected back at the caster, who takes full spell damage.

Innate Spellcasting. Corelon can innately cast spell (Save DC 30), requiring no material, somatic or verbal components. This also includes Spells of Legend, and spells of 10th level or higher

Manipulation of Chaos. Some of Corelon’s attacks do chaos damage, which is a type of damage that cannot be nullified by resistances, immunities or any magical item.

ACTIONS

Divine Smite. Ranged Magic Attack: automatic hit, reach 120 ft., 10 targets. Hit: 77 (10d10 + 50) lightning damage + 77 (10d10 + 50) chaos damage.

Astral Blade. Melee Weapon Attack: automatic hit, reach 10 ft., 1 target. Hit: 53 (10d10) slashing damage + 27 (5d10) chaos damage.

Spark of Chaos. Ranged Magic Attack: automatic hit, reach 120 ft., 1 target. Hit: 127 (10d20+50) chaos damage.

Possession. Corelon leaves his last host, and enters the mind of a different humanoid creature. If the creature is not willing to be possessed, it must succeed on a DC 30 Wisdom check or be possessed. The possessed creature’s statistics all change to this stat block, but the only change in the host’s looks is that the creature’s eyes go all back with small lights, like a starry night.

REACTIONS

Chaotic Counterstrike: Whenever a creature hits Corelon with a melee attack, that creature takes 50 chaos damage.

Many eons ago, an Archmage decided to pull a part of the Far Realms into the Material Plane. When he did, he pulled in the Twisted Halls, the massive palace of the aberration known as Corelon. Corelon consumed the Archmage and immediately used the Archmage’s power to send the Twisted Halls back to the Far Realms, but left the rip in reality fester. The child prodigy Gehenna found the rip in reality and tried to close it, but all he did was feed the rip in reality. Corelon finally decided to leave the Twisted Halls, and went into the Material Plane to punish those who annoyed him. The remnants of the ancient order of the Magistratum banded together and banished Corelon. He soon discovered that, while he could not enter himself, the magic was not strong enough to keep him from sending avatars. So he shed his single form and started creating avatars to send through. They killed all but one, which had amassed enough power to wipe out the Magistratum. This avatar has since disappeared, as Corelon prepares some cosmic plan. Despite all of this Corelon remains neutral in all matters that do not effect his home of the Twisted Halls, and keeps his servants from attacking the Material Plane.



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