Gargantuan Aberration (Titan), Unaligned
Armor Class 23 Psychic Armor
Hit Points 512 (33d20 + 165)
Speed 90 ft., Hover
STR
10 (+0)
DEX
30 (+10)
CON
20 (+5)
INT
24 (+7)
WIS
20 (+5)
CHA
11 (+0)
Saving Throws INT +16, WIS +14, CHA +9
Skills Perception +23
Damage Vulnerabilities Radiant, Thunder
Damage Immunities Acid, Cold, Fire, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned, Prone
Senses Truesight 120', Passive Perception 33
Languages All Understands, Telepathy 120' Understands All, Telepathy 120'
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Legendary Resistance (3/day). If the astral drifter fails a saving throw, it can choose to succeed instead.

Magic Resistance. The astral drifter has advantage on saving throws against spells and other magical effects
Astral Nature. The astral drifter doesn't require air, food, drink or sleep.
Drift. The astral drifter can pass through nonmagical, unworked space and matter. While doing so, the drifter doesn't disturb the material it moves through.

Innate Spellcasting. The astral drifter's innate spellcasting ability is Intelligence (spell save DC 24). It can innately cast the following spells, requiring no components:

1/day each: : planar ally, planar binding, plane shift (self only)

Regeneration. The astral drifter regains 25 hit points at the start of its turn. If the astral drifter takes thunder or radiant damage, this trait doesn't function at the start of the astral drifter’s next turn. The astral drifter becomes incapacitated only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multi-Attack. The astral drifter makes two slam attacks.

Slam. Melee Weapon Attack: +19 to hit, reach 15 ft., one target. Hit: 47 ([roll]6d12+8[/roll]) psychic damage. If the target is a creature, it must succeed on a DC 24 Intelligence saving throw or become paralyzed for [roll]1d4[/roll] rounds.

Share Nightmare. The astral drifter targets one creature it can see within 30 feet of it. The target must succeed on a DC 24 Intelligence saving throw or be magically
frightened until the astral drifter dies or until it is on a different plane of existence from the target. The frightened creature can't take reactions. At the end of each of the frightened creature's turns, it must succeed on a DC 24 Intelligence saving throw or take [roll]4d10[/roll] psychic damage. On a successful save, the creature takes half damage and is immune to these effects for [roll]2d6[/roll] rounds.

Legendary Actions

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

Attack. The astral drifter makes one slam attack.

Teleport. The astral drifter magically teleports up to 90 feet to an unoccupied space it can sense.

Feast on Nightmares (Costs 3 Actions). All creatures frightened by the astral drifter within 1 mile take 26 [roll]4d12[/roll] psychic damage, and the astral drifter regains hit points equal to the damage all the creatures have taken.

Mythic Actions

Nightmare Phoenix
After the astral drifter dies, its nightmarish psychic energy seeps out, corrupting minds and feeding off their anguish.

This psychic energy aura spreads at a rate of 1 mile per day in all directions, affecting any creature in its radius.

A living creature with a mind caught within this aura takes 1 psychic damage, which cannot be reduced or prevented in any way. It also affects creatures immune to psychic damage.

After this aura has dealt 100 damage, it has touched enough minds to forcibly draw the astral drifter back into existence. The rate of rebirth is dependent on the number of living creatures with a mind in the area. For example, if the astral drifter dies in a city, it will be reborn the round after it was slain. If it dies in a field, or in outer space, it could take eons to be reborn.

This rebirth, which occurs at the exact point where it had died, is anything but pleasant, causing a violent explosion of psychic energy. Each creature in a 120-foot-radius that fails a DC 25 Intelligence saving throw takes 100 psychic damage and is deafened and blinded for 24 hours. A successful saving throw results in half damage.

Immediately after the explosion, time and space warp as the astral drifter and its ring reconstruct from the matter of the universe itself. The astral drifter is then immediately plane shifted to the Astral Sea to fully recuperate, which takes 14 days. During this time, the astral drifter has no legendary actions or regional effects.

Destroying the Astral Drifter:

1. Incapacitate it and within 1 turn cast Mind Blank on the ring and within another turn cast Wish to make it permanent. Then shatter the ring with at least 1 point of physical damage.

2. Make a successful melee attack DC 10 on the ring with the Pebble of Serenity. The pebble and ring instantly and harmlessly implode, extinguishing the astral drifter irrevocably. The astral drifter cannot be restored, even with a Wish.

Description

Astral Drifter, Devourer of Worlds
The fabled astral drifter is possibly the most dreaded psychic monster of all the Planes. It is said that only one exists and it can never be completely destroyed, which is why it has been called the Devourer of Worlds. The astral drifter is a fragment of psychic energy from a long forgotten god. Its an unwilling passenger, attached to a massive crescent moon-shaped ring thought to be a piece of the god itself. Corrupted by eons of endless nightmares, the astral drifter roams the realms endlessly feeding off the nightmares of its victims. Cultures across the Planes have adopted this unstoppable force as the embodiment of cosmic judgement.

Lair and Lair Actions

Regional Effects
The area surrounding an Astral Drifter is warped by its psychic energy, which creates one or more of the following effects:

  • The area around the astral drifter is under a continual Fear effect as the spell, but with a spherical radius of 5 miles and DC 15 Intelligence saving throw. If a creature fails their save, they drop whatever they are holding and are frightened for 1 minute. If a creature succeeds on their saving throw, they are immune to the effects for 1 hour. While frightened by this effect, a creature must take the Dash action and move away from the astral drifter by the safest available route on each of its turns, unless there is nowhere to move.
  • Within 1 mile of the astral drifter, even time itself seems to stand still. This area is under a continual Hold Monster effect as the spell, but with a DC 15 Intelligence saving throw and a duration for a failed saving throw of 10 minutes.

If the astral drifter dies, the space it occupied harmlessly implodes and the both effects end immediately.

Wolfe2407

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