Corlapis Overlord

Medium elemental, lawful neutral

Armor Class

17 (natural armor)

Hit Points

136 (16d8 + 64)

Speed

30 ft.

STR

19 (+4)

DEX

12 (+1)

CON

19 (+4)

INT

18 (+4)

WIS

10 (+0)

CHA

13 (+1)

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 90ft., tremorsense 30 ft., passive Perception 10

Saving Throws

Str +7, Con +7, Cha +4

Skills

Stealth +4

Languages

Terran

Challenge

7 (2,700 XP)

Hardened Exterior. Bludgeoning, piercing, and slashing damage the overlord takes from nonmagical weapons is reduced by 3 to a minimum of 1.

Innate Spellcasting. The overlord’s innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:

  • At will: light, shape stone

  • 3/day each: transmute rock, wall of stone

  • 1/day each: bones of the earth

Stone Camouflage. The overlord has advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Sturdy. The overlord has advantage on saving throws against effects that would cause it to move or be knocked prone.

Actions

Multiattack. The overlord makes two attacks with its stone gauntlet or with its stone spike.

Stone Gauntlet. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

Stone Spike. Ranged Weapon Attack: +7 to hit, range 30/90 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Rupturing Wave (Recharge 5-6). The overlord slams its gauntleted first to the ground and causes a 10-foot wide, 60-foot long line of jagged stone erupts from the ground. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (4d8) bludgeoning damage and 22 (4d8) piercing damage on a failed save, or half as much damage on a successful one. The area in this line is considered difficult terrain until the rubble is cleared.

From the Rubble (1/Day). The overlord uses spare stone and rubble in the area to restore health to its allies. Up to four other corlapis the overlord can see regain 22 (4d8 + 4) hit points.

Legendary Actions

The overlord can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The overlord regains spent legendary actions at the start of its turn.

Punch. The overlord makes a stone gauntlet attack.

Stone Cover. The overlord summons a 5-foot wide, 5- foot tall, 3-inch thick wall of stone in an unoccupied space within 10 feet. This wall has AC 15 and 30 hit points and persists until it is destroyed.

Giant Boulder (3 actions). The overlord summons a 15- foot diameter boulder 30 feet in the air at a point it can see within 120 feet. The boulder immediately falls to the ground and any creature in the area of impact must succeed on a DC 14 Dexterity saving throw or take 36 (8d8) bludgeoning damage and become restrained, pinned beneath the boulder. The restrained creature can use an action to make a DC 14 Strength or Dexterity saving throw (creature’s choice). On a success, the creature is no longer restrained. A creature that passed the initial saving throw moves to a location adjacent to the boulder and takes no damage.

medium
elemental
cr7
nerzugals-extended-bestiary