Crispin Mallow
Crispin Mallow, sometimes styled Lord Crispin, is a Seneran fleshcrafter, a displaced member of House Dragonheart, and the Bearer of the Candle within the Reformist Church of the Divine Masochist. He uses harmless borrowed identities to move among households and clergy while studying bodies as collections of interchangeable parts.
Crispin believes that his humanity is not his natural condition but a seal imprisoning the golden dragon he considers his true form. His experiments with stolen faces, exchanged limbs, lifelike flesh golems, and self-reconstruction culminated in the Gilded Anatomy, a counterfeit draconic body assembled within his human shape.
Dragonheart Displacement
Section titled “Dragonheart Displacement”Crispin belongs to a displaced portion of the Dragonheart dynasty, but his exact place in the family tree and the circumstances of his removal remain obscure. His blood makes him politically useful without establishing a clear right to succeed the reigning line. This uncertainty became especially dangerous when Reformist agents sought to discredit the royal family and raised the possibility of placing a different Dragonheart near the throne.
Whether Crispin is the intended claimant remains unsettled. Reformist leaders may cultivate him as a sincere alternative to Marlion I Dragonheart, or they may merely preserve his belief because a discarded prince with a constructed destiny is easy to direct. Crispin himself does not distinguish between dynastic entitlement and draconic apotheosis. To him, both are evidence that the world has mistaken his temporary shape for his proper station.
Bearer of the Candle
Section titled “Bearer of the Candle”As Candlebearer, Crispin oversees rites of unveiling: secret vigils, false funerals, staged proofs of heresy, and the moment when a convert is shown what Reformist teaching claims lies behind Bastion. His office gives religious purpose to his fascination with concealed structures. A face can hide another face, a funeral can conceal a living subject, and a human body can conceal the anatomy he believes it ought to possess.
Like other senior relic-bearers, Crispin wears a cursed infernal piercing. Rather than merely marking his office, his piercing helps bind together a body repeatedly altered by his own craft. It anchors borrowed tissue and supports the transformation he interprets as the breaking of his human seal.
Fleshcraft
Section titled “Fleshcraft”Crispin treats anatomy as material rather than identity. He can reproduce a humanoid face after studying its owner, remove portions of his own body to act independently, and exchange another creature’s limbs or senses with mismatched replacements. His transformations are physical works of fleshcraft rather than ordinary illusions, although he reinforces them with wizardry and cultivated misdirection.
His flesh golems are unusually precise. Where common examples expose the disparate corpses from which they were assembled, Crispin can construct bodies capable of passing as particular people. He can also leave these replicas inert until they are needed, allowing them to travel as corpses, funeral remains, or preserved noble bodies.
The Gold Canary
Section titled “The Gold Canary”When magic disappeared from Senera, an ancient gold dragon escaped the fate suffered by other great magical creatures by compressing its body, mind, and remaining power into the Gold Canary Figurine of Wondrous PowerLegendaryThis gold statuette is carved in the likeness of a canary and is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature in one of two forms (you choose). If there isn't enough space for the creature where it would appear, the figurine doesn't become a creature. The two forms are as follows: The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can't be used this way again until the next dawn. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can't use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can't be used this way again until 1 year has passed. In either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The crea…. Its giant-canary shape provided an economical waking form, while its adult gold dragon shape allowed it to restore its full body during an emergency. The figurine was therefore a self-made chrysalis rather than a prison.
Crispin brought the dragon out of stasis, killed it, and prevented its body from returning completely to the figurine. He harvested the manifested dragon for the organs, scales, and magical structures needed to build his own transformation. The chip in the figurine marks the rupture through which he severed the dragon from its artifact-body. Its adult-dragon function remains damaged because portions of that function now survive inside Crispin.
The Gilded Anatomy is the grandest expression of this theft. Gold-dragon scales and organs are bound to folded human limbs, harvested faces, alchemical supports, and the infernal piercing that prevents the stolen anatomy from returning to its proper body. The resulting creature possesses authentic draconic power but is not itself a dragon. It is Crispin’s delusion given enough flesh to stand upright.
Whether the dragon’s complete identity survived the murder remains unknown. Returning its harvested parts to the figurine may permit restoration, but the means and the condition in which the dragon would awaken have yet to be discovered.
Castle Malthrek
Section titled “Castle Malthrek”At Castle Malthrek, Crispin concealed himself as an outsourced flower contractor during preparations for the Malthrek funeral rites. He carried chairs, arranged lilies, repeated distorted rumors from the Travertines, and presented himself as a minor worker brought in because the usual gardeners were understaffed. The cover placed him close to both the chapel and the household’s preparations for viewing the presumed dead.
His harmless manner did not prevent close observation. Crispin reported suspicious details about visitors, including unusual attention to a pet and to a disguised visitor’s limbs. He was subsequently identified as the Candlebearer and was later reported away on Reformist business to the south, with an expected return before the planned festivities.
Unresolved Operations
Section titled “Unresolved Operations”Three exceptionally lifelike flesh golems resembling members of House Malthrek were discovered in ornate caskets near the castle church. Their craftsmanship falls within Crispin’s known capabilities, and their use in false funerals would suit his religious office, but his authorship of those specific bodies has not been established.
The same uncertainty surrounds the missing Malthrek court wizards. An elderly wizard later appeared aboard a submarine with his legs or footwear apparently switched, an alteration disturbingly consistent with Crispin’s interest in exchanging body parts. Crispin may be involved with the missing wizards, the submarines, or their experiments upon captured animals, but those connections remain under investigation rather than proven extensions of his work.
Encounter Statistics
Section titled “Encounter Statistics”Crispin first fights through the cultivated body of the Candlebearer, using transformation magic, detached anatomy, and prepared flesh golems. Reducing that shell to ruin releases the Gilded Anatomy at full strength.
Crispin Mallow, Bearer of the Candle
Cambion Piercing. Crispin's cursed piercing marks him as a bearer of relics and holds his rearranged body together. Magical darkness does not impede his truesight.
Anatomist's Sight. Crispin can discern the original form of a shapechanger or a magically transformed creature. He also recognizes missing body parts, disguises, and magically replaced body parts.
Master Fleshcrafter. Given 8 hours, alchemical supplies, and the remains of at least two Medium humanoids, Crispin can create an inert flesh golemFlesh GolemMedium construct · NeutralCR 5 · AC 9 · HP 127Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn. Berserk. Whenever the golem starts its turn Bloodied, roll 1d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied. The golem's creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk trait again if it is still Bloodied. Immutable Form. The golem can't shape-shift. Lightning Absorption. Whenever the golem is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt. Magic Resistance. The golem has Advantage on saving throws against spells and other magical effects. Multiattack. The golem makes two Slam attacks. Sl…. The golem becomes active when Crispin touches it or uses Awaken the Ersatz, and it obeys his spoken commands.
Humanity Is the Seal. Crispin is a displaced Dragonheart who believes his human body is a seal imprisoning his true golden-dragon form. When Crispin is reduced to 0 hit points, he does not die. His body opens along concealed seams and unfolds into Crispin Mallow, the Gilded Anatomy, which appears in his space with full hit points. Conditions and effects on this form do not carry over to the Gilded Anatomy.
Spellcasting. Crispin is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire boltFire BoltCantrip · Evocation1 action · 120 ft. · InstantaneousV, SYou hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell starts burning if it isn't being worn or carried. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10)., lightLightCantrip · Evocation1 action · Touch · 1 hourV, M (a firefly or phosphorescent moss)You touch one Large or smaller object that isn't being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. The light can be colored as you like. Covering the object with something opaque blocks the light. The spell ends if you cast it again., mage handMage HandCantrip · Conjuration1 action · 30 ft. · 1 minuteV, SA spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can't attack, activate magic items, or carry more than 10 pounds., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1st level (4 slots): disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., mage armorMage ArmorLevel 1 · Abjuration1 action · Touch · 8 hourV, S, M (a piece of cured leather)You touch a willing creature who isn't wearing armor. Until the spell ends, the target's base AC becomes 13 plus its Dexterity modifier. The spell ends early if the target dons armor., shieldShieldLevel 1 · Abjuration1 reaction · Self · 1 roundV, SAn imperceptible barrier of magical force protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Magic Missile.
2nd level (3 slots): detect thoughtsDetect ThoughtsLevel 2 · Divination1 action · Self · 1 minuteV, S, M (1 Copper Piece)You activate one of the effects below. Until the spell ends, you can activate either effect as a Magic action on your later turns. You sense the presence of thoughts within 30 feet of yourself that belong to creatures that know languages or are telepathic. You don't read the thoughts, but you know that a thinking creature is present. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead. Target one creature you can see within 30 feet of yourself or one creature within 30 feet of yourself that you detected with the Sense Thoughts option. You learn what is most on the target's mind right now. If the target doesn't know any languages and isn't telepathic, you learn nothing. As a Magic action on your next turn, you can try to probe deeper into the target's mind. If you probe deeper, the target makes a Wisdom saving throw. On a failed save, you discern the target's reasoning, emotions, and something that looms large in its mind (such as a worry, love, or hate). On a successful save, the spell ends. Either way, the target knows that you are probing into its mind, and until you shift your attention away from the target's mind, the target can tak…, hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2., invisibilityInvisibilityLevel 2 · Illusion1 action · Touch · 1 hourV, S, M (an eyelash in gum arabic)A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell. You can target one additional creature for each spell slot level above 2.
3rd level (3 slots): counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature., hypnotic patternHypnotic PatternLevel 3 · Illusion1 action · 120 ft. · 1 minuteS, M (a pinch of confetti)You create a twisting pattern of colors in a 30-foot Cube [Area of Effect] within range. The pattern appears for a moment and vanishes. Each creature in the area who can see the pattern must succeed on a Wisdom saving throw or have the Charmed condition for the duration. While Charmed, the creature has the Incapacitated condition and a Speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
4th level (3 slots): greater invisibilityGreater InvisibilityLevel 4 · Illusion1 action · Touch · 1 minuteV, SA creature you touch has the Invisible condition until the spell ends., polymorphPolymorphLevel 4 · Transmutation1 action · 60 ft. · 1 hourV, S, M (a caterpillar cocoon)You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you choose that has a Challenge Rating equal to or less than the target's (or the target's level if it doesn't have a Challenge Rating). The target's game statistics are replaced by the stat block of the chosen Beast, but the target retains its alignment, personality, creature type, Hit Points, and Hit Point Dice. The target gains a number of Temporary Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left. The target is limited in the actions it can perform by the anatomy of its new form, and it can't speak or cast spells. The target's gear melds into the new form. The creature can't use or otherwise benefit from any of that equipment.
5th level (2 slots): dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., wall of lightWall of LightLevel 5 · Evocation1 action · 120 ft. · 10 minuteV, S, M (a hand mirror)A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall's area takes 4d8 radiant damage. Until the spell ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged spell attack. On a hit, the target takes 4d8 radiant damage. Whether you hit or miss, reduce the length of the wall by 10 feet. If the wall's le…
6th level (1 slot): flesh to stoneFlesh to StoneLevel 6 · Transmutation1 action · 60 ft. · 1 minuteV, S, M (a cockatrice feather)You attempt to turn one creature that you can see within range into stone. The target makes a Constitution saving throw. On a failed save, it has the Restrained condition for the duration. On a successful save, its Speed is 0 until the start of your next turn. Constructs automatically succeed on the save. A Restrained target makes another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and has the Petrified condition for the duration. The successes and failures needn't be consecutive; keep track of both until the target collects three of a kind. If you maintain your Concentration on this spell for the entire possible duration, the target is Petrified until the condition is ended by Greater Restoration or similar magic.
7th level (1 slot): regenerateRegenerateLevel 7 · Transmutation1 minute · Touch · 1 hourV, S, M (a prayer wheel)A creature you touch regains 4d8 + 15 Hit Points. For the duration, the target regains 1 Hit Points at the start of each of its turns, and any severed body parts regrow after 2 minutes.
Actions
Multiattack. Crispin makes two Surgical Candle attacks.
Surgical Candle. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 13 (3d8) radiant damage plus 10 (3d6) necrotic damage. Until the start of Crispin's next turn, the target sheds dim green light in a 5-foot radius and cannot benefit from being invisible.
Exchange the Defective Part ((Recharge 5-6)). Crispin chooses one creature he can see within 30 feet and magically exchanges one of its body parts with a mismatched part from his collection. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. On a failed save, Crispin also chooses one of the following defects, which lasts until removed by lesser restorationLesser RestorationLevel 2 · Abjuration1 bonus · Touch · InstantaneousV, SYou touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned. or similar magic: Arm. The target has disadvantage on weapon attacks and ability checks made using that arm and cannot use two-handed weapons. Leg. The target's speed is halved, and it has disadvantage on Dexterity saving throws. Eye. The target cannot see beyond 30 feet and has disadvantage on Wisdom (Perception) checks that rely on sight.
Awaken the Ersatz (1/Day). Crispin touches one inert flesh golem he created. It becomes active with full hit points, rolls its own initiative, and obeys Crispin's spoken commands.
Bonus Actions
Borrowed Face. Crispin rearranges his flesh into the appearance of a Small or Medium humanoid whose body he has studied for at least 1 minute, or returns to his Crispin Mallow form. His statistics and equipment do not change. A creature that uses its action to examine him can discern the disguise with a successful DC 18 Intelligence (Investigation) check.
Detach the Servant. One of Crispin's hands detaches and leaps at a creature he can see within 30 feet. The target must succeed on a DC 16 Dexterity saving throw or be grappledGrappledConditionSource XPHBWhile you have the Grappled condition, you experience the following effects. Your Speed is 0 and can't increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. by the hand (escape DC 16). Until this grapple ends, the target cannot take reactions, and Crispin cannot use Detach the Servant on another target.
Reactions
Master of the Ersatz. When Crispin takes damage while an allied flesh golem is within 30 feet of him, Crispin takes no damage and chooses one such golem to take the damage instead.
The Gilded Anatomy begins as a threat comparable to an adult dragon. Restorative magic calls the harvested gold-dragon anatomy back toward its proper body, forcing the incompatible grafts to reject one another and progressively stripping away Crispin’s scales, wings, legendary resilience, and stolen breath.
Crispin Mallow, the Gilded Anatomy
False Apotheosis. The Gilded Anatomy is not a dragon. It is the body Crispin built inside his humanoid shell from folded limbs, harvested faces, alchemical supports, and organs taken from a gold dragon that preserved itself within a magical figurine. Effects that specifically affect dragons do not affect the Gilded Anatomy unless they also affect monstrosities.
Graft Rejection. Restorative magic calls the harvested dragon tissue back toward its proper body, exposing the incompatibility of Crispin's grafts. When a spell of 2nd level or higher would restore the Gilded Anatomy's hit points, regrow one of its body parts, or end a disease, curse, or condition affecting it, the spell has no normal effect and the Gilded Anatomy gains one Rejection instead. It can gain no more than one Rejection from a single spell and no more than three Rejections in total.
A creature within 5 feet of the Gilded Anatomy can use its action to wrench at the infernal piercing holding the false body together, making a DC 19 Strength (Athletics) or Dexterity (Sleight of Hand) check. On a success, the piercing is destroyed and the Gilded Anatomy gains one Rejection. The piercing can cause a Rejection only once.
The effects of Rejection are cumulative. At one Rejection, seams open between the false scales: its AC becomes 17, and its immunity to fire damage becomes resistance to fire damage. At two Rejections, its walking, climbing, and flying speeds are halved; it can take only 2 legendary actions per round; and it cannot use Many-Handed Wingbeat. At three Rejections, its false heart ruptures: it takes 45 (10d8) radiant damage, loses Legendary Resistance, and the damage of Counterfeit Gilded Breath is halved.
Legendary Resistance (3/Day). If the Gilded Anatomy fails a saving throw, it can choose to succeed instead. It cannot use this trait after gaining three Rejections.
Master of the Ersatz. Allied flesh golems within 60 feet of the Gilded Anatomy cannot be charmed or frightened, and their weapon attacks are magical.
Actions
Multiattack. The Gilded Anatomy makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 4 (1d8) radiant damage.
Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Counterfeit Gilded Breath ((Recharge 5-6)). The Gilded Anatomy exhales alchemical fire and stolen radiance in a 60-foot cone. Each creature in the area must make a DC 20 Dexterity saving throw, taking 66 (12d10) fire damage plus 18 (4d8) radiant damage on a failed save, or half as much damage on a successful one. After the Gilded Anatomy gains three Rejections, both damage amounts are halved.
Reassign the Flesh ((Recharge 6)). The Gilded Anatomy chooses up to three creatures it can see within 60 feet. Each target must make a DC 20 Constitution saving throw. On a failed save, a target takes 36 (8d8) necrotic damage, is teleported to another unoccupied space the Gilded Anatomy can see within 60 feet, and has its speed halved until the end of its next turn. On a successful save, the target takes half as much damage and is not moved. The Gilded Anatomy can exchange the spaces of two targets that fail this save.
Bonus Actions
Cast-Off Hands. Folded arms tear free from beneath the Gilded Anatomy's scales and seize one creature it can see within 30 feet. The target must succeed on a DC 20 Strength saving throw or be restrainedRestrainedConditionSource XPHBWhile you have the Restrained condition, you experience the following effects. Your Speed is 0 and can't increase. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. You have Disadvantage on Dexterity Saving Throw. until the end of its next turn. A restrained target can use its action to repeat the save, ending the effect on a success.
Reactions
Shed the Wound. When the Gilded Anatomy takes damage, it casts off the wounded flesh and reduces the damage by 18 (4d8). It cannot use this reaction after gaining three Rejections.
Legendary Actions
The Gilded Anatomy 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. It regains spent legendary actions at the start of its turn. Graft Rejection can reduce the number of legendary actions it can take each round.
Crawling Reposition. The Gilded Anatomy moves up to half its speed without provoking opportunity attacks. Detached hands and feet pull it across the ground when it cannot fly.
Claw. The Gilded Anatomy makes one Claw attack.
Wear the Beloved Face (Costs 2 Actions). One creature the Gilded Anatomy can see within 60 feet must succeed on a DC 19 Wisdom saving throw or take 18 (4d8) psychic damage and be frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. until the end of its next turn as one of Crispin's stolen faces emerges from the dragon's head.
Many-Handed Wingbeat (Costs 2 Actions). Each creature within 15 feet of the Gilded Anatomy must succeed on a DC 21 Dexterity saving throw or take 16 (2d8 + 7) bludgeoning damage and fall proneProneConditionSource XPHBWhile you have the Prone condition, you experience the following effects. Your only movement options are to Crawling or to spend an amount of movement equal to half your Speed (round down) to right yourself and thereby end the condition. If your Speed is 0, you can't right yourself. You have Disadvantage on attack rolls. An attack roll against you has Advantage if the attacker is within 5 feet of you. Otherwise, that attack roll has Disadvantage.. The Gilded Anatomy can then fly up to half its flying speed. It cannot use this action after gaining two Rejections.
