The Crimson Shogun (5e Creature)

The Crimson Shogun

Medium aberration (great old one), chaotic evil


Armor Class 18 (plate)
Hit Points 247 (26d8 + 130)
Speed 40 ft.


STR DEX CON INT WIS CHA
22 (+6) 18 (+4) 20 (+5) 25 (+7) 16 (+3) 22 (+6)

Saving Throws Str +13, Dex +11, Wis +10, Cha +13
Skills Deception +13, History +14, Insight +10, Intimidation +13, Perception +10
Damage Immunities poison; bludgeoning, piercing and slashing from nonmagical attacks
Condition Immunities blinded, charmed, deafened, frightened, petrified, poisoned
Senses truesight 60 ft., passive Perception 20
Languages Common, Tongue of the Old Ones, telepathy 120 ft.
Challenge 20 (25,000 XP)


Legendary Resistance (3/Day). If the Crimson Shogun fails a saving throw, he can choose to succeed instead.

Magic Resistance. The Crimson Shogun has advantage on saving throws against spells and other magical effects.

Magic Weapons. The Crimson Shogun's weapon attacks are magical.

Palingenesis. When the Crimson Shogun is reduced to 0 hit points or killed, only his physical shell is destroyed. Nyarlathotep can decide to recreate it at a later point.

ACTIONS

Multiattack. The Crimson Shogun makes four attacks.

Greatsword. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 9 (2d8) psychic damage.

Leadership (Recharges after a Short or Long Rest). For 1 minute, the Crimson Shogun can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the shogun. A creature can benefit from only one Leadership die at a time. This effect ends if the Crimson Shogun is incapacitated.

REACTIONS

Parry. The Crimson Shogun adds 6 to his AC against one melee attack that would hit him. To do so, the Crimson Shogun must see the attacker and be wielding a melee weapon.

LEGENDARY ACTIONS

The Crimson Shogun 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 Crimson Shogun regains spent legendary actions at the start of his turn.

Attack. The Crimson Shogun makes a greatsword attack.
Shogun's Lure. A creature of the Crimson Shogun's choice within 60 feet of him must succeed on a DC 19 Wisdom saving throw. On a failed save, the creature must move as close as it can to the Crimson Shogun at the start of each of its turns until it can make melee attacks against the Crimson Shogun. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Soul Cry (Costs 2 Actions). The Crimson Shogun utters a terrible scream. All hostile creatures within 60 feet of the Crimson Shogun must succeed on a DC 19 Wisdom saving throw or have disadvantage on attack rolls until the end of their next turn.
War Cry (Costs 2 Actions). The Crimson Shogun utters an unearthly war cry. All allied creatures within 60 feet of the Crimson Shogun have advantage on attack rolls until the end of their next turn.

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The Crimson Shogun appears as a 7-foot tall warlord clad in crimson-coloured great armour. He wields a large Katana sword made from blackened steel. The Shogun's armour covers his entire body, with his face being hidden by a demonic mask. According to legend, the Crimson Shogun used to appear on the battlefield of eastern realms in times of war to cause bloodbaths. Whichever side he fought on would be victorious. He is also said to have appeared as an advisor and corrupter to several warlords, but in truth, the Crimson Shogun is nothing else but an incarnation of the Crawling Chaos himself, Nyarlathotep.


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