Gargantuan Monstrosity (Shapechanger, Yuan-Ti), Neutral Evil
Armor Class 19 (natural armor)
Hit Points 248 (15d20 + 90)
Speed 50 ft., climb 50 ft., swim 50 ft.
STR
26 (+8)
DEX
13 (+1)
CON
22 (+6)
INT
21 (+5)
WIS
15 (+2)
CHA
22 (+6)
Skills Perception +7, Stealth +8
Damage Resistances Acid, Fire, Lightning, Radiant
Damage Immunities Poison
Condition Immunities Blinded, Deafened, Poisoned, Prone
Senses Blindsight 40 ft., Darkvision 120 ft. (can see through magical darkness), Passive Perception 19
Languages Abyssal, Common, Draconic
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Innate Spellcasting (Blasphemy Form Only). The blasphemy's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:

At will: animal friendship (snakes only), darkness, suggestion

3/day each: black tentacles, charm monster, haste, eyebite

1/day: divine word, earthquake, symbol

Legendary Resistance (3/Day). If the blasphemy fails a saving throw, he can choose to succeed instead.

Living Swarm. The blasphemy has advantage on Wisdom (Perception) checks and on saving throws against being charmed, frightened, restrained, stunned, or knocked unconscious. In addition, whenever a creature within 5 ft of the blasphemy makes a melee attack against it, the creature takes 1d6 poison damage and 1d6 acid damage as the snakes covering the blasphemy strike back.

Magic Resistance. The blasphemy has advantage on saving throws against spells and other magical effects.

Ophidiophobia Aura. Any creature of the blasphemy's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the blasphemy and can see or hear it must succeed on a DC 21 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.

Shapechanger. The blasphemy can use its action to polymorph into a Gargantuan giant constrictor snake, a gargantuan swarm of snakes, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Actions

Multiattack (Blasphemy Form Only). The anathema makes one massive bite attack, one constrict attack, and three Frenzied bites attack.

Massive Bite (Blasphemy or Snake Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 47 (6d12 + 8) piercing damage.

Constrict (Blasphemy or Snake Form Only). Melee Weapon Attack: +15 to hit, reach 15 ft., one Huge or smaller creature. Hit: 17 (2d8 + 8) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained and takes 17 (2d8 + 8) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the blasphemy can’t constrict another target.

Frenzied Bites (Blasphemy or Swarm Form Only). Melee Weapon Attack: +15 to hit, reach 10 ft., one creature. Hit: 11 (1d6 + 8) piercing damage plus 7 (2d6) poison damage, and the target must make a DC 21 Constitution saving throw or be poisoned until the end of their next turn. If a creature succeeds on this saving throw, they are immune to this effect for 24 hours.

Devour Light (Recharges after a short or long rest, Blasphemy form only):  A 240 foot radius sphere of magical darkness spreads from the blasphemy, which lasts until the end of the blasphemy turn.. Each creature except the blasphemy within the sphere must make a DC 21 Constitution saving throw or take 55 (10d10) cold damage, or half as much on a success. The blasphemy gains temporary hit points equal to half the cold damage dealt.

Legendary Actions

The blasphemy 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 blasphemy regains spent legendary actions at the start of its turn.

Attack. The blasphemy makes one Frenzied Bites attack.

Swarm Move. The blasphemy briefly transforms into a swarm of snakes and moving up to its speed before reforming. Attacks of opportunity made during this movement are made at disadvantage.

Consume Stamina (Costs 2 Actions). The blasphemy attempts to devour the life from its enemies flesh. Each creature of the blasphemy's choice within 60 feet of it must make a DC 21 Constitution saving throw or have their movement speed halved. If the target makes more than one attack while their speed is halved from this effect, they gain one level of exhaustion for each attack after the first. At the end of the blasphemy's next turn, the targets movement speed is no longer reduced and all levels of exhaustion caused by this effect are removed.

Description

The ultimate goal of the Yuan-Ti is to ascend to godhood, by any means necessary. To this end, they alter themselves continuously, taking on more and monstrous forms as they strive to make themselves in their ideal serpentine image. When a yuan-ti amasses enough power, enough sacrifices, and enough time to take the final step before ascension, they become a blasphemy, a massive limbless serpent that devours everything in it's path to shed its mortal coil. The scales of the blasphemy writhe with swarms of snakes, shaping themselves into limbs as needed, or cast themselves off to find more for the blasphemy to feed upon. The blasphemy consumes everything around it, animals, humanoids, other yuan-ti, even the light from the sky that falls down upon it,  and it's for this reason as much as any other that blasphemies are so rare. Should adventurers or a rival yuan-ti come to suspect that a yuan-ti is attempting to become a blasphemy, they will stop at nearly nothing to annihilate it. 

A blasphemy typically does not have servants, considering them yet another thing to sacrifice for its own gain. As such, it isn't as capable of putting together the schemes that other yuan-ti are so known for. Instead, it gathers mystic artifacts, hostages, or other bait that it can use to attract powerful creatures it can use as sustenance or sacrifice, believing itself capable of defeating anything it desires. 

Lair and Lair Actions

The blasphemy's lair is a desolate place, devoid of other yuan-ti, life, light, or anything that is not a cast off snake of the blasphemy itself. Typically blasphemies house themselves in formerly dense jungles, where it has ample access to the sacrifices and blood it would need to reach the final peak of ascension. 

Lair Actions

On initiative count 20 (losing initiative ties), the blasphemy takes a lair action to cause one of the following effects; the blasphemy can’t use the same effect two rounds in a row:

  • The blasphemy gathers snakes from across its domain, spawning one swarm of poisonous snakes at a point the blasphemy chooses within 120 feet of itself. This swarm is under the blasphemy's control and acts as an ally to it.
  • Magical darkness spreads from a point the blasphemy chooses within 60 feet of it, filling a 15-foot-radius sphere until initiative count 20 of the next round. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • A 20 foot cube originating from a point on the ground the blasphemy chooses within 120 feet of itself fills with writhing snakes sprouting from the walls and floors. A creature that ends its turn in that area or enters it for the first time on a turn must make a DC 21 Dexterity saving throw or take 2d6 poison and 2d4 piercing damage, or half as much on a success.

Regional Effects

The region containing an blasphemy's lair is shrouded with it's oppressive power, which creates the following effects:

  • The presence of the blasphemy obscures all light. All bright light within one mile of the lair becomes dim light, and all dim light becomes darkness
  • Snakes swarm and gather in the region, becoming larger than is naturally possible. These snakes are aggressive against all creatures hostile to the blasphemy. 
  • The blasphemy can use the sense of all snakes within the region.

If the blasphemy dies, the snakes dissipate and the darkness fade over the course of 1d10 days.

Monster Tags: ShapechangerYuan-Ti

jacobakc

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