Shurrani The Corrupter CR: 24
Large fey, spirit, chaotic evil
Armor Class: 18 (Natural Amor)
Hit Points: 315 (30d10 + 150)
Speed:
40 ft
, fly: 60 ft
Saving Throws: DEX +9, CON +12, WIS +12
Skills: Arcana +13, Deception +15, Insight +12, Perception +12, Persuasion +15
Damage Resistances: Cold, Fire, Lightning
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities: Charmed, Exhaustion, Frightened, Poisoned
Senses: Darkvision 120 ft, Passive Perception 22
Languages: Common, Spirital, Abyssal
Challenge Rating: 24
Shurrani’s spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
1/day: draconic transformation, greater invisibility
3/day: counterspell, darkness, dominate person, finger of death, telekinesis, crown of stars
Legendary Resistance (3/Day). If Shurrani fails a saving throw, he can choose to succeed instead.
Magic Resistance. Shurrani has advantage on saving throws against spells and other magical effects.
Magic Weapons. Shurrani’s weapon attacks are magical.
Actions
Multiattack. Shurrani attacks twice with Claw.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6) slashing damage plus the target must make a DC 15 Constitution saving throw or suffer 1 level of exhaustion. At the end of the targets turn they can make the save again to remove 1 level of exhaustion.
Legendary Actions
Shurrani 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. Shurrani regains spent legendary actions at the start of his turn.
Attack. Shurrani attacks once with a Claw.
Unnatural Sleep. Creatures within 100 feet of Shurrani fall under the effect of the sleep cast at level 9. Once Shurrani uses this feature he must recharge it by rolling 1d6, recharging it on a 6.
Unnatural Speed. Shurrani can cast haste on one target within 30 feet. This effect ends either after 1 minute or until he casts haste on another target.
Energy Drain. Targetting one creature within 30 feet, that creature must make a Constitution saving throw DC 23 or take 5d6 necrotic damage. Shurrani will gain hit points totaling the amount of damage taken.
Lair Actions
On initiative count 20 (losing initiative ties), Shurrani can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row:
Shurrani casts the hold person spell on 1d4 creature of his choice in the lair. He needn’t see each one, but he must be aware that an individual is in the lair to target that creature. this ends once another lair action is used.
Smooth surfaces within the lair become grow razor spines and thorns. Until a different lair action is used, creatures within the lair move as if suffering from difficult terrain.
Warping magic flies throughout the lair. 1d4 creatures of Shurrani's chose must make a Constitution saving throw DC 18 or suffer one random condition effect.
Shurrani’s principal lair is his Floating Castle that lies on a lake in the Passage of Caverns. It is constantly surrounded by storms but never seems bothered or moved by it.
Regional Effects
The region containing Shurrani’s lair is warped by his magic, creating one or more of the following effects:
Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Shurrani table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours.
If Shurrani dies, these effects fade over the course of 1d10 days.
d100 |
Flaw (Lasts until Cured) |
01–20 |
“People are just my toys to play with” |
21–40 |
“Anyone who doesn’t do exactly what I say doesn’t deserve to live.” |
41–60 |
“I shall rule and all should listen to me.” |
61–80 |
“I should provide a pleasurable experience to others, at the expense of my own well being” |
81–90 |
“My own pleasure is of paramount importance. Everything else, including social graces, is a triviality.” |
91–00 |
“Only through experimentation, change, and chaos can I make the world in my image.” |