Mateus, the Corrupt (5e Creature)
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Mateus, the Corrupt
Huge fiend (lucavi), lawful evil
Saving Throws Con +13, Cha +12
Legendary Resistance (3/Day). If Mateus the Corrupt fails a saving throw, he can choose to succeed instead.
Magic Resistance. Mateus has advantage on saving throws against spells and other magical effects.
Cold Body. A creature that touches Mateus the Corrupt or hits him within a melee attack while within 10 feet of him takes 6 (2d10) cold damage.
Freezing Weapons. Mateus’s weapons are magical. On a hit, they inflict an extra 4d8 cold damage as shown in the entries below.
Psychic Scream. Once per round, if Mateus takes 50 or more damage on a single turn, the winter spirit bound to him emits a psychic shriek. Each creature of Mateus's choice within 120 feet of him must make a DC 20 Wisdom saving throw, taking 18 (5d6) psychic damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also stunned until the end of its next turn.
Multiattack. Mateus makes two trident attacks or three polar ray attacks.
Trident. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) piercing damage and 18 (4d8) cold damage.
Polar Ray. Ranged Spell Attack: +12 to hit, reach 15 ft., one target. Hit: 18 (4d8) cold damage and the target's movement speed is reduced by 10 feet until the start of Mateus's next turn.
Blizzard Sphere. Mateus hurls a ball of magical cold to a point he can see within 120 feet, where it explodes in a 20-foot radius. Each creature in that area must make a DC 20 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much on a successful one.
North Wind (Recharge 5-6). Mateus expels cold energy in a 60-foot cone. Each creature within that area must make a DC 20 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much on a successful one.
Aurora Borealis (Recharge 5-6). Mateus fills the air with a skein of bewildering light and numbing cold. Each creature within a 30-foot radius of Mateus must make a DC 20 Dexterity saving throw, taking 33 (6d10) cold damage and 33 (6d10) radiant damage on a failed save, or half as much on a successful one. Any creature that fails its saving throw that can see Mateus is also blinded until the start of Mateus’s next turn.
Frostwave (1/Day). Mateus hurls his trident into the ground at a point within 120 feet of him that he can see. A geyser of water erupts from that point and then freezes solid before shattering. Each creature within a 60-foot radius sphere centered on that point must make a DC 20 Constitution saving throw, taking 77 (14d10) cold damage on a failed save, or half as much damage on a successful one. The trident magically returns to Mateus’s hand after he throws it.
The Mateus the Corrupt 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 Mateus the Corrupt regains spent legendary actions at the start of its turn.
Skewer. Mateus makes a trident attack.
Quickened Blizzard Sphere (Costs 2 Actions). Mateus uses Blizzard Sphere.
Snow Squall (Costs 3 Actions). Mateus conjures a sudden and violent blizzard, filling the air with blinding snow in a 30-foot radius from himself. Creatures within that area must make a DC 20 Dexterity saving throw or become blinded until the end of their next turn.
Mateus the Corrupt is a powerful fiend and one of the twelve Lucavi, beings who were created to serve the gods but rose up against them in revolt instead. The gods cast the Lucavi down for their transgressions, twisting their once noble forms into hideous mockeries and binding them to magical glyphs that would limit their once-great power.
Judge of the Dead. It is said that the gods created Mateus to as a keeper and steward for the souls of the dead, that the gods’ worshippers might not fear the predations of the demons of chaos. Their design was to have Mateus be a just and impartial figure, judging all fairly without bias. But the gods were blind to the avarice within his heart, and Mateus grew lax in his duties. He would allow the unworthy to pass into the underworld, in exchange for their worldly possessions and other, less savory forms of tribute. Soon his greed turned to lust, and a desire to dominate all things.
Cowardly Shield. Mateus’s corruption did not go unnoticed forever. When the gods learned of his crimes they grew wroth, and the king of the dead realized the danger of his position. In his cowardice he kidnapped the favoured handmaiden of a goddess of ice, binding her unto his very marrow as a living shield. So armoured did he rise up against the gods, only to be cast down and bound for his perfidy.
Icthian Warlock. Mateus is a spindly, fishlike creature whose body is covered in coppery scales. His long arms and muscular tail make him resemble a merfolk or merrow, but only in the loosest sense. Long pink fins drape from the spines on his back like robes of office, and he wields a crystal trident as symbol of his former authority. The godly handmaiden he imprisoned so long ago is bound within his torso, her legs fused to his tail and her face and arms restrained within his featureless head.
Unwilling Servant. Though undeniably powerful, Mateus is not free to do as he pleases. When the Lucavi rose up against the gods and were defeated, the gods bound Mateus to the Pisces glyph, a powerful sigil that restricts his movements. He can only manifest on the material plane during the month governed by the Pisces sign, and only in areas of great cold such as mountains, caves, and ice floes. If mortal warriors should encounter and defeat Mateus during this time, they will obtain ownership of the Pisces glyph and Mateus will have no choice but to serve them for the remainder of the month.