The Ascendancy of Blood: The Third Arrval, Gaius Vortex – the World Forger

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In the desolate silence following Erebos’s mournful dominion, the ground trembles as the third general arises, a titanic force of destruction and creation. Known as Gaius Vortex, the World Forger, he rises from the carnage left in the wake of the first two generals, not with wings, but as a colossal sentinel, his lower half a swirling vortex that consumes and reshapes the land.

Gaius Vortex is the architect of apocalypse, an agent of change on a cataclysmic scale. Where Krovaxis wrought desolation and Erebos smothered hope, Gaius Vortex’s mandate is to dismantle the remnants of the old world and forge from its ruins a realm befitting the Ebon Overlord. His form, seemingly torn asunder, is a paradoxical union of annihilation and rebirth. The upper half of his body is a monument to the Overlord’s merciless vision, while the lower half is an abyss from which new horrors are born.

He commands the Legion of Genesis, an army that marches not to war but to the rhythm of an infernal drumbeat, echoing the cadence of a world being refashioned. His legionnaires are constructors and destroyers in equal measure, entities that dismantle civilizations with one hand while crafting grotesque monuments to the Overlord with the other.

The World Forger’s arrival is a cataclysm, a reshaping of the very earth upon which history has tread. With each step, Gaius Vortex erases the works of millennia, and in their stead, he raises twisted spires and fortresses that blaspheme the skies. His battles are a testament to his name, for each confrontation ends not with victory or defeat but with a world unrecognizably altered.

To speak the name of Gaius Vortex is to accept the end of an epoch and the dawn of a new, darker age. His presence is not just a harbinger of the Ebon Overlord’s rule but a promise that the world to come will be crafted in the image of the abyss, a place where only the strongest, most ruthless will thrive in the Overlord’s shadow.

And though his power seems insurmountable, the sagas whisper of the cycle of destruction and creation—a reminder that from the ruins of the old, seeds of a new beginning are sown, waiting for the time to break through the cracked earth and reach for the light once more.

Reckoning of Vhal’Dun

Vhal’Dun, the city encrusted within the unyielding Godspine Mountains, had long been whispered to be the sole seedbed of rebellion, a fortress defiant against the darkness that had consumed the land. Its survival through the ascents of the first two generals was not a mere stroke of fate but a testament to its formidable might and the indomitable spirit of its people.

Krovaxis, the Bloodscourge, descended upon Vhal’Dun with his legion, his presence heralding a storm of blood and fire. The city, ringed with fortifications and protected by ancient spells, stood undaunted. Krovaxis’s siege was relentless, his strategies ingenious, but the city’s arcane bulwarks held firm and the spirits of its defenders remained unshaken. The land around Vhal’Dun withered into desolation, yet the city itself emerged unscathed, a lone island in a sea of ruin.

Then came Erebos, the Sorrowbringer, whose silent legion of spectres sought to drown the city’s hope beneath waves of despair. But the people of Vhal’Dun were resolute, their hearts fortified against sorrow by the memories of a time before darkness, their wills anchored by the city’s enduring legacy. Erebos’s ethereal forces faded at the gates, unable to extinguish the flame of defiance that burned within the city’s soul.

It was upon these twin failures that Gaius Vortex, the World Forger, gazed down upon Vhal’Dun with cold resolve. Here stood the city that had withstood the Bloodscourge’s rage and the Sorrowbringer’s malaise. Gaius Vortex, larger and more formidable than his predecessors, did not come bearing the promise of battle. His form, colossal and torn, loomed over the city, a silent challenge to its impervious legend.

With a mere gesture, Gaius Vortex commanded the earth to heave, and the mountains themselves to bend. It was not the walls he sought to breach, but the very foundations of Vhal’Dun to unmake. The Godspine Mountains, which had cradled the city for eons, now responded to a new master. The earth beneath Vhal’Dun groaned as Gaius Vortex’s will coursed through it, reshaping the unshapeable, forging a new world from the old.

The city’s enchanted protections, so stalwart against assaults of steel and specter, faltered against the inexorable might of the World Forger. The mountains unraveled, not with violence but with the grim certainty of fate. Vhal’Dun, the unconquerable, was not conquered—it was remade. Its spires that once kissed the skies now twisted into grotesque forms, its walls that held firm for ages now flowed like rivers at the behest of the World Forger’s silent command.

This was the Reckoning of Vhal’Dun. Not a tale of its fall to ruin, but of its rebirth into the image of the Overlord’s dark dream. It was the undeniable proof of Gaius Vortex’s might, where even the most steadfast bastion of the old world was but clay in his hands, sculpted into a monument to the new epoch—the Epoch of Ashes.

Character Sheet

Name: Gaius Vortex, the World Forger
Race: Primordial Titan (Homebrew)
Class: World Forger (Homebrew)
Level: 25

Ability Scores:

  • Strength: 34 (+12)
  • Dexterity: 14 (+2)
  • Constitution: 36 (+13)
  • Intelligence: 26 (+8)
  • Wisdom: 20 (+5)
  • Charisma: 24 (+7)

Hit Points: 725 (50d20 + 325)

Armor Class: 25 (worldforged armor)

Speed: 30 ft., burrow 60 ft.

Saving Throws:

  • Strength: +22
  • Dexterity: +12
  • Constitution: +23
  • Intelligence: +18
  • Wisdom: +15
  • Charisma: +17

Skills:

  • Intimidation: +27
  • Arcana: +18
  • Nature: +18

Attacks:

  • Mountain Maker Fist: +26 to hit, reach 20 ft., one target. Hit: 6d12 + 12 bludgeoning damage.
  • Abyssal Crush: +26 to hit, reach 20 ft., area of effect. Hit: 8d10 + 12 bludgeoning damage plus 8d10 necrotic damage.

Spells: Gaius Vortex has access to the following spells (spell save DC 26, +18 to hit with spell attacks):

  • Cantrips (at will): Mending (as world shaping), Shocking Grasp
  • 1st level (5 slots): Earth Tremor, Shield
  • 2nd level (5 slots): Erupting Earth, Shatter
  • 3rd level (5 slots): Meld into Stone, Wall of Sand
  • 4th level (4 slots): Stone Shape, Stoneskin
  • 5th level (4 slots): Wall of Stone, Geas
  • 6th level (3 slots): Move Earth, Flesh to Stone
  • 7th level (3 slots): Reverse Gravity, Seismic Event (homebrew)
  • 8th level (2 slots): Earthquake, Gaius’s World Forge (homebrew)
  • 9th level (1 slot): Worldform (homebrew, similar to True Polymorph but for terrain)

Equipment:

  • Worldforged Armor: Gaius Vortex’s skin is like armor forged from the core of the earth, granting AC 25 and immunity to bludgeoning, piercing, and slashing damage from nonmagical attacks.

Special Abilities:

  • Legendary Resistance (5/Day): If Gaius Vortex fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Gaius Vortex has advantage on saving throws against spells and other magical effects.
  • World Shaper: Gaius Vortex can alter the terrain around him at will, creating barriers, chasms, and other geographical features.
  • Tectonic Presence: Any creature that starts its turn within 120 feet of Gaius Vortex must succeed on a DC 26 Strength saving throw or be knocked prone by a minor tremor.
  • Eternal Forge: Once per long rest, Gaius Vortex can reshape up to one square mile of terrain as if using the Worldform spell.

Languages: Primordial, Abyssal, Common, telepathy 120 ft.

Challenge Rating: 30 (155,000 XP)

Gaius Vortex, the World Forger, stands as the mightiest of the generals before the Ebon Overlord himself. With the power to unmake and reshape the very earth, Gaius is not a mere harbinger of doom but the crafter of a new world—a world of darkness and despair, perfectly sculpted to the Overlord’s design. His appearance heralds the end of an era and the painful birth of another, under the rule of his dark master.


The Ascendancy of Blood: The Second Arrival, Erebos the Sorrowbringer

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As Krovaxis, the Bloodscourge, carves a path of desolation, heralding the Reign of Blood, another shadow looms on the horizon to ensure the Overlord’s dominion is absolute. This second general, emerging from the blood-soaked earth where Krovaxis’s conquests have laid waste, is known as Erebos, the Sorrowbringer.

Erebos was not birthed but conjured from the collective lamentations of a thousand worlds that fell before the Overlord’s might. Where Krovaxis is the blade that cleaves through defiance, Erebos is the darkness that smothers hope, a suffocating shroud that engulfs the survivors in despair. His form, a twisted visage of the grief he embodies, holds a macabre beauty—wings of midnight hue, dripping with the sorrow of the fallen, and eyes that glow with the cold light of extinguished stars.

His purpose is singular and clear: to follow in the wake of the Bloodscourge, to quell the embers of resistance that flicker amidst the ruin. Erebos commands the Second Host, known as the Mourning Legion—a ghastly ensemble of specters and wraiths born from the last breaths of the dying. They do not clash with steel and spell; instead, they seep into the hearts of the living, draining them of will, of the very desire to resist.

Erebos’s arrival is silent, a whisper of loss that chills the soul. His battles are not marked by the clamor of war but by the quiet surrender of those who have lost all hope. Where Krovaxis brings ruin, Erebos ensures it is irrevocable, that from it springs not rebellion, but acceptance of the Overlord’s reign.

The Sorrowbringer’s name is a dirge on the lips of those who speak it, a mourning cry for the world that was. His presence is the assurance of the Overlord’s rule, a grim reminder that even should Krovaxis fall, the darkness is relentless, its generals many and tireless.

Yet, the chronicles speak of balance—a counterpoint to despair. Just as the legends hint at Krovaxis’s downfall, they whisper of a light that could pierce Erebos’s gloom. For sorrow exists only where joy once was, and as long as there are those who remember the light, there is a chance, however slender, to rekindle the flames of hope.

Subjugation of the Shimmering Vale

Following the decimation wrought by Krovaxis at the Siege of the Crystal Spire, the world of Taryndor was left reeling, vulnerable to the darkness that crept across the land. It was then that Erebos, the Sorrowbringer, and his Mourning Legion descended upon the fractured realm to extinguish the flames of resistance that still flickered amidst the rubble.

The most notable of these encounters was the Subjugation of the Shimmering Vale. The Vale, once a place of ethereal beauty with waterfalls cascading into an endless sea of flowers, was a sanctuary to those who had fled the Siege. Here, the survivors gathered, a congregation of disparate races united in grief and the shared dream of rekindling hope.

Erebos did not march upon the Vale with the sound of drums or the clamor of war. He arrived as a shadow at dusk, with the silence of a tomb. The Mourning Legion, ethereal and silent as the grave, spread like a mist among the refugees. There was no battle cry, no clash of steel, only the sudden, profound sorrow that settled in the hearts of the living.

As night fell, the specters of the Mourning Legion passed through the encampment. No barrier could keep them at bay, no magic dispel the despair they wrought. With every touch, a survivor’s hope dimmed, and their will to fight drained away like color from the world. Dreams of rebellion faded, replaced by a yearning for the oblivion that Erebos promised.

The Shimmering Vale, once aglow with life, became muted under the shadow of Erebos. The Vale’s once vibrant colors dulled, and its air, once filled with the fragrance of blooms, carried only the cold, damp scent of mourning. The denizens of the Vale found themselves unable to speak of the future, as if the concept itself had become foreign, lost.

In a single night, Erebos achieved what would have taken armies months to accomplish. By morning, the Vale was silent, its inhabitants standing motionless, their eyes empty of fight, their spirits crushed under the weight of an inescapable gloom.

The Subjugation of the Shimmering Vale was a testament to the Sorrowbringer’s power. It was said that the Vale’s waters wept black tears for centuries thereafter, and no laughter was heard upon its winds. Erebos’s victory was not marked by the fall of bodies or the burning of cities, but by the quiet surrender of souls to the Ebon Overlord’s reign.

Erebos, in his triumph, ensured that the Ascendancy of Blood was not only a period of physical ruin but of spiritual desolation. His was a conquest not over lands but over the very essence of hope, leaving behind a world where despair reigned as sovereign.

Character Sheet

Name: Erebos, the Sorrowbringer
Race: Demon (Homebrew)
Class: Dread Warden (Homebrew)
Level: 20+

Ability Scores:

  • Strength: 26 (+8)
  • Dexterity: 18 (+4)
  • Constitution: 27 (+8)
  • Intelligence: 22 (+6)
  • Wisdom: 24 (+7)
  • Charisma: 30 (+10)

Hit Points: 565 (35d12 + 280)
Armor Class: 21 (ethereal armor)
Speed: 30 ft., fly 100 ft.

Saving Throws:

  • Strength: +15
  • Dexterity: +9
  • Constitution: +15
  • Intelligence: +13
  • Wisdom: +14
  • Charisma: +17

Skills:

  • Intimidation: +17
  • Perception: +16
  • Insight: +16

Attacks:

  • Grief’s Touch: +18 to hit, reach 10 ft., one target. Hit: 3d10 + 8 psychic damage, and the target must succeed on a DC 23 Wisdom saving throw or be overcome by sorrow, becoming incapacitated until the end of its next turn.
  • Tears of the Fallen: 60 ft. radius sphere centered on a point Erebos can see. All creatures within the area must make a DC 23 Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.

Spells: Erebos has access to the following spells:

  • Cantrips (at will): Chill Touch, Thaumaturgy
  • 1st level (4 slots): Dissonant Whispers, Ray of Sickness
  • 2nd level (3 slots): Crown of Madness, Silence
  • 3rd level (3 slots): Spirit Guardians, Vampiric Touch
  • 4th level (3 slots): Phantasmal Killer, Shadow of Moil
  • 5th level (2 slots): Enervation, Geas
  • 6th level (2 slots): Eyebite, Mass Suggestion
  • 7th level (2 slots): Finger of Death, Etherealness
  • 8th level (1 slot): Feeblemind, Maze
  • 9th level (1 slot): Weird, True Polymorph

Equipment:

  • Shroud of Despair: Ethereal armor that grants AC 21 and immunity to psychic and necrotic damage.
  • Grief’s Touch: As described in attacks.
  • Ring of Mind Shielding: Makes the wearer immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type.
  • Pendant of Sorrow: Amplifies Erebos’s aura of despair, causing all hostile creatures within 60 feet to make a DC 23 Wisdom saving throw or be filled with overwhelming sadness, gaining disadvantage on all attack rolls and ability checks.

Special Abilities:

  • Legendary Resistance (3/Day): If Erebos fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Erebos has advantage on saving throws against spells and other magical effects.
  • Incorporeal Movement: Erebos can move through other creatures and objects as if they were difficult terrain.
  • Aura of Despair: Any creature hostile to Erebos that starts its turn within 60 feet of him must make a DC 23 Wisdom saving throw or be affected by a wave of sadness, gaining disadvantage on all attack rolls and ability checks until the end of its next turn.
  • Telepathy: Erebos can communicate telepathically with any creature he can see within 120 feet of him.
  • True Polymorph9th-level transmutation – Erebos, the Sorrowbringer, wields the “True Polymorph” spell not merely as a tool of disguise, but as a means to walk undetected among the races of the lands he seeks to subdue. His preference is to assume the form of a human, as it allows him to navigate the societies that are often at the heart of resistance movements.
    • Appearance: In his human guise, Erebos adopts the persona of a charismatic nobleman. His appearance is meticulously crafted to be disarmingly handsome, with sharp features, piercing eyes that shimmer with a trace of his otherworldly origin, and a mane of dark hair that seems to absorb the light around it. His noble attire is rich with dark colours and accented with hints of crimson—a subtle nod to his true demonic form—designed to exude elegance and command respect.
    • Preferred Race: Human. He chooses this form for its blend of ubiquity and influence across the realms. Humans are often at the crossroads of power, commerce, and culture, making them the perfect vessel for Erebos’s machinations.
    • Mannerisms: As a human, Erebos is the epitome of charm and grace, speaking with a voice that is both captivating and soothing. However, there’s an underlying current of melancholy in his words, a gentle nudge toward hopelessness in his every interaction. He listens intently, often locking eyes in a way that seems to peer into one’s soul, leaving individuals feeling exposed and vulnerable. His smile is enigmatic, often appearing at moments of others’ distress as if he finds a certain pleasure in the misfortunes that befall those around him.

      Erebos’s movements are smooth and deliberate, exuding confidence and control. He often places himself at the center of gatherings, attracting attention effortlessly, yet he always maintains a sliver of distance—close enough to influence, yet apart enough to remain an enigma.

      Through “True Polymorph,” Erebos embodies the human form to its ideal, using it as a vessel to spread despair in the most personal and insidious ways, ensuring that the seeds of sorrow are sown deep in the hearts of those who might once have dared to hope.

Languages: Abyssal, Common, telepathy 120 ft.

Challenge Rating: 22 (41,000 XP)

Erebos, the Sorrowbringer, is designed to be a formidable opponent, not through sheer destructive force, but by crippling his foes emotionally and psychologically, making him an insidious threat in any D&D campaign. His presence on the battlefield saps the will to fight, turning even the most resilient warriors into despondent shells. Adjustments can be made to his character sheet to fit the specific needs of the campaign and the desired challenge level.


The Ascendancy of Blood: The First Arrival, The Winged Harbinger

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In the time before time, when chaos reigned and the fabric of reality was yet unformed, the Ebon Overlord emerged from the abyssal depths, a being of unfathomable power and inscrutable motives. His blood, a living darkness, coursed through the void, birthing horrors and wonders alike. It was from a single drop of this eldritch ichor that the Winged Harbinger came into being—a creature not born of woman or womb but of blood and shadow.

The forbidden name bestowed upon him is Krovaxis, the Bloodscourge. His tale is one of darkness, for he is the firstborn son of the Overlord, and in him flows the essence of his sire’s unyielding dominion. Krovaxis was created with a singular purpose: to be the vanguard of the apocalypse, to herald the Reign of Blood that would span 10,000 years.

Krovaxis’s awakening was marked by the skies weeping crimson tears, and where they fell, the land withered into desolation. His form was a terror to behold, colossal and shrouded in an aura of malevolence. His wings, membranes woven from the night itself, stretched across the heavens, casting a pall of perpetual twilight wherever he roamed.

The Ebon Overlord, in his infinite cunning, had infused Krovaxis with a fragment of his own indomitable will, ensuring his loyalty and aligning their desires. Krovaxis was not merely a servant but an extension of the Overlord’s own reach, his right hand in the mortal realms.

As the harbinger of his father’s rule, Krovaxis led the First Host, an army of nightmares pulled from the darkest corners of the Overlord’s realm. They were the first wave, the shadow that creeps before nightfall, tasked with breaking the resolve of all who dared oppose the coming darkness.

Krovaxis, the Bloodscourge, was a master tactician, his strategies woven from the loom of inevitability. He did not simply wage war upon the kingdoms of men and elves, dwarves and orcs—he waged war upon their very spirits. His presence was a blight upon the land, and his battles were orchestrated massacres that left survivors not with relief but with despair.

The Ascendancy of Blood was not just a prelude to the Overlord’s reign but a testament to the power of his first progeny. Krovaxis, in his unrelenting campaign, sought not only to conquer but to transform the world into a reflection of the abyss that had spawned him—a realm where only the strongest, cruellest, and most ruthless could thrive.

In the chronicles of those dark times, Krovaxis’s name is recorded with dread, for to invoke it is to remember the rivers of blood that preceded the Overlord’s throne. Yet, as with all tyrants, the legends whisper of a downfall—a chink in the armour of the Bloodscourge that might one day lead to his undoing, and with it, the hope for a dawn after the longest and bloodiest of nights.

The Siege of the Crystal Spire

The Siege of the Crystal Spire stands as a testament to Krovaxis’s might—a battle that would have spelled doom for lesser overlords, but where he showcased his unparalleled dominance.

The Crystal Spire was the heart of the realm of Taryndor, a city of radiant beauty, its towers forged from living crystal that sang with the power of the Ley Lines converging beneath it. It was said that the Spire was impregnable, protected not only by its formidable arcane defences but also by the Order of the Starfire Sentinels, a brotherhood of mages and warriors whose prowess was legendary. The city had stood for millennia, a beacon of hope and a bastion against the encroaching darkness.

As the Ascendancy of Blood commenced, other overlords shied away from Taryndor, wary of its defences and the potential cost of laying siege to it. Krovaxis, however, saw not a fortress but a symbol. Its fall would echo through the ages, breaking the spirit of all who stood against the Ebon Overlord.

Krovaxis approached the Spire not with subterfuge or siege engines, but under the cover of an eclipse, a celestial event that seemed to drain the very colour from the world. As the shadow passed over the sun, Krovaxis and his legion appeared on the horizon, a darker shadow against the darkened sky.

The defenders readied their spells and weapons, their hearts steady in the face of the advancing doom. The first clash was cataclysmic; spells of light and shadow collided, shattering the silence of anticipation. Yet, for every Starfire Sentinel that stood their ground, a dozen of Krovaxis’s nightmares surged forth.

The Crystal Spire’s defences, mighty as they were, had never been tested by a force such as this. The Sentinels’ magic tore through the ranks of the shadow legion, but for every friend that fell, two more took its place. The air was thick with sorcery and blood, the ground littered with the fallen from both sides.

Yet Krovaxis did not merely command his forces—he was an avatar of war, wading through the fray with a presence that smothered hope. His wings unfurled, casting a darkness so profound that the mages’ spells flickered and died. Where he struck, the living crystal blackened and shattered, the very essence of the Spire’s magic unravelled by his touch.

The battle raged for seven days and nights, a relentless onslaught that allowed no respite. The turning point came when Krovaxis himself ascended the Spire, his form so vast that he seemed to embrace the tower in its entirety. With a roar that shook the earth’s foundations, he unleashed a wave of pure abyssal energy that tore through the Spire’s defences, leaving its once radiant towers dull and cracked, its defenders scattered and broken.

In the aftermath, the Crystal Spire lay in ruins, its light extinguished, a symbol no more. Krovaxis’s victory was absolute, a display of power so definitive that it echoed through the realms as a harbinger of the new age—the Reign of Blood. His dominance was not merely in the might of arms defences in the unassailable will to bend the world to the Overlord’s vision, to transform beauty into ruin, and hope into despair.

Character Sheet

Name: Krovaxis, the Bloodscourge
Race: Demon (Homebrew)
Class: Warlord (Homebrew)
Level: 20+

Ability Scores:

  • Strength: 30 (+10)
  • Dexterity: 22 (+6)
  • Constitution: 28 (+9)
  • Intelligence: 20 (+5)
  • Wisdom: 18 (+4)
  • Charisma: 26 (+8)

Hit Points: 580 (40d12 + 360)
Armor Class: 22 (natural armor)
Speed: 40 ft., fly 120 ft.

Saving Throws:

  • Strength: +17
  • Dexterity: +11
  • Constitution: +16
  • Intelligence: +10
  • Wisdom: +9
  • Charisma: +14

Skills:

  • Intimidation: +19
  • Perception: +14
  • Deception: +19

Attacks:

  • Demonic Blade: +19 to hit, reach 5 ft., one target. Hit: 4d12 + 10 slashing damage.
  • Abyssal Breath: DC 23 DEX save, 60 ft. cone. Hit: 12d10 necrotic damage.

Spells: Krovaxis has access to the following spells:

  • Cantrips (at will): Eldritch Blast, Mage Hand
  • 1st level (4 slots): Armor of Agathys, Command
  • 2nd level (3 slots): Darkness, Mirror Image
  • 3rd level (3 slots): Counterspell, Fireball
  • 4th level (3 slots): Blight, Dimension Door
  • 5th level (2 slots): Hold Monster, Teleportation Circle
  • 6th level (2 slots): Circle of Death, True Seeing
  • 7th level (2 slots): Finger of Death, Plane Shift
  • 8th level (1 slot): Demiplane, Dominate Monster
  • 9th level (1 slot): Gate, Power Word Kill

Equipment:

  • Infernal Plate: Homebrew armor, grants AC 22 and resistance to non-magical attacks.
  • Demonic Blade: As described in attacks.
  • Ring of Teleportation: Allows the use of teleport as per the spell once per day.
  • Amulet of Health: Sets Constitution score to 19 if it isn’t already higher.
  • Cloak of Displacement: Attacks against Krovaxis have disadvantage until he is hit for the first time each turn.

Special Abilities:

  • Legendary Resistance (3/Day): If Krovaxis fails a saving throw, he can choose to succeed instead.
  • Magic Resistance: Krovaxis has advantage on saving throws against spells and other magical effects.
  • Regeneration: Krovaxis regains 20 hit points at the start of his turn if he has at least 1 hit point.
  • Fear Aura: Any creature hostile to Krovaxis that starts its turn within 30 feet of him must make a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if Krovaxis is within line of sight, ending the effect on itself on a success.

Languages: Abyssal, Common, telepathy 120 ft.

Challenge Rating: 23 (50,000 XP)