Etherial Charging. Assatur's extended time siphoning from the Ethereal plane causes him to always have the maximum number of hit points for its Hit Dice, instead of average hit points. Any Creature within 1 mile of Assatur when he passes through the planes instantly heals to Max health and recieves the effects of a Full Rest. All abilities or items that recharge after 24 hours also refresh due to the massive amounts of power released when pulling him through.
Timeless Existance. Assatur is immune to any effect of the Wish spell.
Annihilating Aura. Any creature that starts its turn within 30 feet of Assatur must succeed on a DC 22 Constitution saving throw or take 14 (4d6) necrotic damage and grant Assatur advantage on attack rolls against it until thje start of the creature's next turn. Undead are immune to this aura.
Innate Spellcasting. Assatur can innately cast the following spells, requiring no components (spell save DC 27, +19 to hit).:
At will: Dispel Magic (10th level), Chain Lightning(10th level), Meteor Swarm, Crown of Stars(10th level), Magic Missile(10th level), Fireball(10th level), Cone of Cold(10th level)
Multiattack. Assatur uses Cast a Spell and Finger of Doom if availiable.
Cast a Spell. Roll two d6 and pick one, consult the list below to determine what spell is being cast.
- Cast Dispel Magic at 10th level targeting everything within 1 mile except Assatur.
- Cast Crown of Stars at 10th level if it is not already active (12 motes +1 mote which is shot immediately).
- If it is already active, fire all motes at once however it's a DC 5+1d20 dex save against availiable targets. A creature can only be targeted once. Re-cast the spell at this point.
- When casting, make ranged spell attack against the target. On a hit, the target takes 26 (4d12) radiant damage.
- Hit or miss, the mote then explodes as a Fireball erupts upon the target at as if it had been cast as 10th level. This Fireball deals radiant damage and requires a constitution saving throw.
- Total Damage: (Hit: 26 (4d12) radiant damage and 53 (15d6) radiant damage)
- Cast Chain Lightning at 10th level (7 bolts of lightning). (Hit: 45 (10d8) lightning damage)
- Cast Meteor Swarm (Hit: 70 (20d6) fire damage and 70 (20d6) bludeoning damage)
- Cast Magic Missile at 10th level and Cone of Cold at 10th level.
- For the next minute, extreme cold, strong winds and heavy precipitation flood a 1 mile radius of Assatur as a blizzard starts.
- All creatures except Assatur are lightly obscured. All Wisdom (Perception) checks and ranged weapon attack rolls have disadvantage.
- All flying creatures that are flying without the use of the fly spell must land at the end of their turn or fall.
- Any creature that starts its turn in, or enters the extreme cold on their turn must succeed on a constitution saving throw vs Assatur's spell save DC, creatures with resistance or immunity to cold damage automatically succeed on the saving throw
- On a failed save, they take 14 (4d6) cold damage.
- If they fail the save by 5 or more, they a frozen and subjected to the frozen condition (detailed in this monster's description) for 1 minute.
- Total Damage: (12 darts). (Hit: 4 (1d4+1) force damage x 12 (42 spread out) + 72 (15d8) cold damage +14 (4d6) cold damage)
- Assatur starts healing himself. Assatur heals 1d4 per turn (even on other creatures turns) until his concentration is broken. Assatur can only take the Maintain Concentration action and legendary action in this state. If Assatur is at full health, any excess healing can be stored an temporary hitpoint, with each new set overriding the previous.
Maintain Concentration. Assatur maintains concentration on his healing, increasing the die size (d4 becomes d6, d6 to d8 and so on. Max of d20) of his healing pool (affects all dice). Addionally to this, he adds another die to the pool. Until his concentration is broken, Assatur gains a cumulative -1 to concentration checks.
Finger of Doom (Recharge 6). Assatur points at one creature it can see withing 300 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of Assatur's next turn. While frightened in this way, the creature is also Paralyzed. If a target's saving throw is successful, the target is immune to Assatur's Finger of Doom for the next 24 hours.
Vortex (Recharge 6). This vindictive spell creates a gravity well (black hole) 10 ft directly in front of you. For each round that this spell is active, targets are pulled towards the centre of the black hole. Any creature that is pulled to the centre of the gravity well must succeed a Strength or Dexterity saving throw or be pulled into the singularity of the well, thus killing it instantly.
Creatures. If a creature starts its turn within the space of a gravity well's pull, or enters that space on their turn, it must succeed on a Strength or Dexterity saving throw or be pulled 30 ft towards the center of the gravity well and lose their actions. (Creatures pulled in this fashion do not provoke attacks of opportunity.) On a success, a creature is only pulled 5 feet towards the center, but may take actions as normal, though if they remain in the radius, they must make another save on their next round.
Objects. Any Object that is not being worn or carried must succeed on d20 roll or be sucked into the hole. Any ranged attack rolls that passes though the gravity well's area is made with disadvantage and on a miss is sucked into the hole.
Any target that is pulled to within 5 feet of the gravity wells center must make a Strength or Dexterity saving throw (at a -2 penalty due to strong gravitational forces) to avoid being sucked into the center of the gravity well and being killed. A successful save means the creature may move 10 feet away from the centre and can otherwise perform actions as normal.
Anything killed by this spell cannot be brought back to life through normal means. Only a wish or True Resurrection can restore a creature killed by this spell, though it must be cast twice: once to restore the body, and again to restore the soul.
Objects sucked in. Gravity Well Size Escape DC 0 10 ft. radius Spell Save DC - 10 1 20 ft. radius Spell Save DC 2 40 ft. radius Spell Save DC +1 3 80 ft. radius Spell Save DC +2 4 150 ft. radius Spell Save DC +3 5 200 ft. radius Spell Save DC +4 6+ 300 ft. radius Spell Save DC +5
Objects Size Saving Throw/d20 Bonus Counts as Tiny -5 1 object Small 0 1 object Medium 0 1 object Large +2 2 objects Huge +7 2 objects Gargantuan +12 3 objects
Assatur can take 5 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. Assatur regains spent legendary actions at the start of its turn.
Cast a Spell. Assatur rolls on his spell table can casts the appropriate spell.
Maintain Concentration. Assatur maintains concentration on his healing and adds another die to the pool that gets rolled every turn. Until his concentration is broken, Assatur gains a cumulative -1 to concentration checks.
Description
Assatur has the ability to chill a creature to its core and may inflict the frozen condition on a creature. If a creature gets frozen it suffers from these effects.
- The creature has Vulnerability to bludgeoning damage
- The creature has Vulnerability to fire damage
- The creature gains Resistance to cold damage
- The creature is Stunned, except can use an action to attempt a DC 30 Strength (Athletics) check to break out of the ice.
- If a frozen creature takes fire or bludgeoning damage, after the damage is dealt, the frozen condition ends.
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