Huge Undead (Any Race), Chaotic Evil
Armor Class 22 Spectral Armor
Hit Points 306 (25d12 + 150)
Speed 60 ft.
STR
30 (+10)
DEX
18 (+4)
CON
22 (+6)
INT
8 (-1)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws INT +5, WIS +11, CHA +10
Damage Resistances Force, Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Necrotic
Senses Blindsight 60 ft., Truesight 120 ft., Passive Perception 24
Languages --
Challenge 20 (25,000 XP)
Proficiency Bonus +6
Traits

Fear Aura. Any creature hostile to the Coalesced of Wrath that starts its turn within 20 feet of the Coalesced of wrath must make a DC 18 Wisdom saving throw, unless the Coalesced of Wrath is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Coalesced of Wrath's Fear Aura for the next 24 hours.

Death Throes. When the Coalesced of Wrath dies, it explodes, and each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 30 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.

Actions

Multiattack. The Coalesced of Wrath makes three attacks with either its Shriek of Hatred or Fist of Rage

Shriek of Hatred. Ranged Weapon Attack: +16 to hit, range 150/600 ft., one target. Hit: 22 (2d10 + 12) piercing damage plus 7 (3d4) necrotic damage that cannot be healed except by a Short or Long Rest.

Fist of Rage. Melee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 27 (3d10 + 12) bludgeoning damage plus 7 (3d4) necrotic damage that cannot be healed except by a Short or Long Rest.

Legendary Actions

The Coalesced of Wrath 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 coalesced of wrath regains spent legendary actions at the start of its turn.

Bellow of the Dead. Each creature within 100 feet must make a DC 18 Wisdom Saving Throw or take 32 (8d8) Necrotic Damage and be Frightened until the end of their next turn. On a success, they take half damage and are not frightened.

Description

A mass of lost souls, imprisoned within the Astral Sea, but combined together to escape. However, in doing so they lost all of their individual Ego's, except for their shared sin. In this case, this is a monster of unparalleled anger and violence.

Monster Tags: abberation

EVTaurus

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