Armor Class 19 (natural armor)
Hit Points 192 (25d10 + 54)
Speed 0 ft., fly 20 ft.
STR
11 (+0)
DEX
14 (+2)
CON
16 (+3)
INT
20 (+5)
WIS
14 (+2)
CHA
19 (+4)
Saving Throws STR +7, CON +10, INT +12, WIS +9, CHA +11
Skills Arcana +19, History +12, Insight +9, Perception +16
Damage Resistances Cold, Lightning, Necrotic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 120 ft., Passive Perception 19
Languages Abyssal, Celestial, Common, Deep Speech, Dwarvish, Slaad, Undercommon
Challenge 21 (33,000 XP)
Proficiency Bonus +7
Traits

Legendary Resistance (3/Day). If Absolam fails a saving throw, it can choose to succeed instead.

Rejuvenation. If it has a phylactery, a destroyed Absolam gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

Spellcasting. Absolam is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Absolam has the following wizard spells prepared:

Cantrips: infestation, toll the dead, mind sliver

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): blur, blindness/deafness, invisibility, mirror image

3rd level (3 slots): counterspell, dispel magic, fireball, slow

4th level (3 slots): fire shield, dimension door

5th level (3 slots): cone of cold, bigby's hand

6th level (1 slot): otto's irresistable dance, globe of invulnerability

7th level (1 slot): reverse gravity, plane shift

8th level (1 slot): feeblemind, maze

9th level (1 slot): prismatic wall

Turn Resistance. Absolam has advantage on saving throws against any effect that turns undead.

Negative Energy Cone. Absolam's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, Absolam decides which way the cone faces and whether the cone is active.

Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.

Actions

Paralyzing Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (4d6) piercing damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Eye Rays. Absolam shoots three of the following magical eye rays, choosing one to three targets it can see within 120 ft. of it:

1. Charm Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be charmed by Absolam for 1 hour, or until the death tyrant harms the creature.

2. Paralyzing Ray. The targeted creature must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

3. Fear Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

4. Slowing Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

5. Enervation Ray. The targeted creature must make a DC 20 Constitution saving throw, taking 63 (14d8) necrotic damage on a failed save, or half as much damage on a successful one.

6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 20 Strength saving throw or Absolam moves it up to 60 ft. in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated.

If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 ft. in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.

7. Sleep Ray. The targeted creature must succeed on a DC 20 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.

8. Petrification Ray. The targeted creature must make a DC 20 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

9. Disintegration Ray. If the target is a creature, it must succeed on a DC 20 Dexterity saving throw or take 63 (14d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.

If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.

10. Death Ray. The targeted creature must succeed on a DC 20 Dexterity saving throw or take 77 (14d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.

Legendary Actions

Absolam 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. Absolam regains spent legendary actions at the start of its turn.

Eye Ray. Absolam uses one eye ray.

Frightening Gaze (Costs 2 Actions). Absolam fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The 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 Absolam's gaze for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of Absolam must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

Absolams’s Lair

Everything about Absolam’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb Absolam’s work. 

Absolam encountered in its lair has a challenge rating of 22 (41,000 XP).

Lair Actions

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

  • An eye opens on a solid surface within 60 feet of Absolam. One random eye ray of Absolam shoots from that eye at a target of Absolam's choice that it can see. The eye then closes and disappears.
  • Absolam targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers Absolam to the target. Whenever Absolam takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, Absolam takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Absolam or the target is no longer in Absolam’s lair.
  • Absolam calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that Absolam can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.

Previous Versions

Name Date Modified Views Adds Version Actions
9/28/2020 5:19:32 AM
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6
1.0
Coming Soon

Monster Tags: Beholderundeadabberationaberration

Habitat: Underdark

jereto101

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