Medium Aberration, Chaotic Good
Armor Class 20 (Natural armor)
Hit Points 345 (30d8 + 210)
Speed 30 ft.
STR
24 (+7)
DEX
23 (+6)
CON
24 (+7)
INT
29 (+9)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws INT +16, WIS +14, CHA +12
Skills Arcana +16, History +16, Nature +16, Perception +14
Damage Resistances Poison, Psychic
Condition Immunities Blinded, Charmed, Exhaustion, Frightened, Poisoned, Prone
Senses Truesight 120 ft., Passive Perception 24
Languages Common, Deep Speech, Telepathy 120 ft.
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Alien Mind. If a creature tries to read Blarrzulb's thoughts or deals psychic damage to it, the creature must succeed on a DC 23 Intelligence saving throw or be stunned for one minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Aberrant Weapons. Blarrzulb's weapon attacks are magical.

Extradimensional Containment. If Blarrzulb is holding an object, it can shun the object into its cloak and thus an extradimensional space. This extradimensional space has the containment capacity of 2 portable holes combined. Whenever it wants, Blarrzulb can retrieve an object from the extradimensional space.

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

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

Regeneration. Blarrzulb regains 20 hit points at the start of its turn. If  Blarrzulb takes radiant damage, this trait doesn't function at the start of its next turn. Blarrzulb only dies if it starts its turn with 0 hit points and doesn't regenerate.

Teleport. As a bonus action, Blarrzulb can teleport up to 30 feet to an unoccupied space it can see.

Actions

Multiattack. Blarrzulb takes two of its actions.

Tentacle Arm. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 23 (3d10 + 7) bludgeoning or slashing damage, or no damage (Blarrzulb's choice), and Blarrzulb imposes one of the following effects (or no effect):  the target is dragged towards Blarrzulb (up to 15 feet towards Blarrzulb and becomes grappled by Blarrzulb if the target is a creature, into his hand if the target is an object); pull Blarrzulb towards the target (if the target is a ledge or similar structure); or manipulate the target in some way (i.e. press a button, try to take something off someone's person, etc.). Blarrzulb has two tentacle arms, and so can grapple only 1 creature, but can hold 2 objects (its tentacle arms are not its real arms).

Throw. Blarrzulb throws a creature it is grappling or an object it is holding up to 20 feet away using one of its tentacle amrs. If the target hits a wall, they take damage as though they fell at the wall, and then they comically slide to onto the floor.

Manipulate Brain. Blarrzulb manipulates the brain of a creature that it can contact with telepathy and is within 60 feet of it. It causes one of the following effects: the target is no longer under a mentally-related condition (frightened, madness, psychic dissonance, stunned, etc.) and regains 2d10 + 8 hit points; the target takes 3d10 + 5 psychic damage; or the target is stunned, frightened by Blarrzulb, charmed by Blarrzulb, falls asleep, or is paralyzed for 1 minute or until it succeeds a DC 22 Wisdom saving throw.

Legendary Actions

Blarrzulb can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Blarrzulb regains spent legendary actions at the start of its turn.

Tentacle Arm. Blarrzulb makes either a tentacle arm attack or a throw attack.

Mind Blast (Costs 2 Actions). Blarrzulb emits psychic energy in a 60-foot cone. Each creature in that area of Blarrzulb's choice must succeed a DC 22 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Inspire (Costs 3 Actions). All friendly creatures within 60 feet of Blarrzulb Gains 22 (4d8 + 4) temporary hit points and is immune to being charmed, frightened, stunned, as well as madness and psychic dissonance for 1 minute.

Description

Blarrzulb is a daelkyr. Like the other daelkyr, it is an aberration. Unlike the other daelkyr, it is a good being who cares about other creatures. This sets it apart from the other daelkyr, and its existence has been lost from most of humanoid memory due to the others being more well known. But its existence is still known by a few...

In its domain, the Palace of Knowledge, Blarrzulb and its host of allies/friends (mind flayers, beholders, and the like) peacefully research, discover, and create. It also contains rather docile gelatinous cubes. Its vast knowledge brings attention to Blarrzulb from the few who know of its existence.

Once upon a time, the daelkyr, including Blarrzulb, were known to all the world. However, the other dalelkyr were more well known, because they were evil, and Blarrzulb was the only good one. Thus, over time, less and less humanoids knew of its existence, and so Blarrzulb stayed in the Palace of Knowledge, leading a peaceful life of study. Until one fateful day...

It was a little bit after the Last War had ended. Blarrzulb was in the Palace of Knowledge studying, as usual, when one of its beholders warned it of a party of adventurers coming to take him on. So, as the adventurers entered the Palace, Blarrzulb was ready. It used its knowledge and training to combat the adventurers, and Blarrzulb was winning the fight. However, as the fight came to an end, he spared the adventurers, allowing them to flee, unlike another daelkyr, who would not have given such mercy. And so, the existence of Blarrzulb the All-Knower once again grew.

Lair and Lair Actions

Blarrzulb's lair is the Palace of Knowledge, a place that seems quite friendly, even though it is owned by a daelkyr. It has a vast library and collection of knowledge, hence its name. Inhabitants of the palace and the area around it include beholders, mind flayers, gelatinous cubes, and intellect devourers. For some strange reason all of the inhabitants seem to be of good alignment (although the gelatinous cubes are unaligned, they are much more peaceful or docile then normal). Inside, mind flayers create spell scrolls and catalog discoveries from their research. Breakthroughs in medicine, philosophy, and astrology are created. In all, the Palace of Knowledge is a peaceful, friendly place.

Lair Actions

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

  • Blarrzulb summons a gelatinous cube, which goes around at random for 2 of its turns, not attacking anything, and then disappears. Wherever the cube went now is a trail of several patches of green slime (see page 105 or the Dungeon Master's Guide for statistics).These patches of green slime do not disappear on its own and must be destroyed (although it is immune to sunlight).
  • Blarrzulb summons 1d4 + 1 intellect devourers.

Regional Effects

The region containing the Palace of Knowledge is warped by its aberrance and inherent positivity, which creates one or more of the following effects:

  • Creatures within 2 miles of the palace feel more peaceful than they otherwise would.
  • Good creatures within 2 miles of the palace have advantage on Wisdom and Charisma saving throws.
  • While inside the Palace of Knowledge, the creation of magic items by good creatures is aided, taking half the time and effort.

If Blarrzulb dies, these effects fade over the course of 2d10 days.

Habitat: UnderdarkUrban

Int30SuperNerd

Comments

Posts Quoted:
Reply
Clear All Quotes