Gargantuan Aberration (Any Race, Shapechanger, Titan), Chaotic Evil
Armor Class 25 Natural Armour
Hit Points 1960 (30d20 + 300)
Speed 360 ft., climb 800 ft., fly 360 ft., swim 580 ft., walk 800 ft.
STR
30 (+10)
DEX
23 (+6)
CON
30 (+10)
INT
28 (+9)
WIS
28 (+9)
CHA
28 (+9)
Saving Throws STR +19, DEX +15, CON +19, INT +18, WIS +18, CHA +18
Damage Vulnerabilities Radiant
Damage Resistances Bludgeoning, Piercing, and Slashing from Magic Weapons; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks while in Dim Light or Darkness, Damage Dealt By Traps; All, Damage from Spells
Damage Immunities Bludgeoning, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
Senses Blindsight 280ft, Darkvision 360ft, Tremorsense 8000ft, Truesight 180ft, Passive Perception 40
Languages All, Telepathy 2000ft
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Limited Spell Immunity: All spells of 6th level or lower have no affect at all and are wasted. Xolphomorx has advantage on all spell saves against other spells. Cantrips will be targeted towards the user.

Amphibious: Xolphomorx can breathe air and water.

Legendary Resistance (6/Day). If Xolphomorx fails a saving throw, it can choose to succeed instead.

 

Reflective Carapace: when Xolphomorx is targeted by a  Line spell, Xolphomorx rolls a d6. On a 1-5 the Xolphomorx is unaffected. On a 6, the caster is the new target of the spell.

Telepathic Sense: The Xolphomorx is aware of any creature within range of their telepathy if their Intelligence is 4 or higher. The Xolphomorx is aware of their direction, their destination, their Intelligence, their intentions and their thoughts.The Xolphomorx can  force a  creature that he senses  to make a DC 28 Wisdom Saving Throw or become Xolphomorx's slave. The creature as if by the command spell. The creature can not repeat this Saving Throw and can only become free once Xolphomorx is dead. A creature who succeeds is immune to this effect for 24 hours. A creature protected by a Mind Blank, a Non-Detection spell or a similar effect can not be found in this manner.

Telepathy Hub. Xolphomorx can telepathically communicate with any creature it can sense. If this creature does not have Telepathy then they can not communicate, only listen.

Mind Read: The Xolphomorx can listen to a creatures thoughts within range of his telepathy without them realising it, but if the creature has telepathy or something similar then they become immediately aware. A DC 25 Perception Check will reveal that Xolphomorx has entered the creatures mind. Xolphomorx can make this fact known if he wants to. The DC increases by 3 if Xolphomorx is trying to not be found. To force Xolphomorx out of your mind you must make an Intelligence opposed to his 

Frightful Presence: Each creature of the Xolphomorx's choice that is within 460 feet of Xolphomorx and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 10 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Xolphomorx's Frightful Presence for the next 24 hours.

Spell casting. The Xolphomorx is a 30th level spell caster. Its spell casting ability is Intelligence. It's spell save DC is 30 and +26 to hit with spell attacks. The Xolphomorx has following abomination spells prepared:
Cantrips (at will):Destroy:6d6 Necrotic DMG.
1st level (20 slots):Fear:Frightens all creatures with Wisdom lower than 16.                       2nd level (20 slots):Disintegrate:Any creature within a 30ft radius must make a DC 18 Constitution Saving Throw or be disintegrated.A creature of Large Size or bigger has a 5ft cube of their body disintegrated. Tiny creatures make this Saving Throw with Disadvantage.                                                                                                                                         3rd level (20 slots):Obliteration:All creatures within the radius of the Regional Effects takes 30 (8d6) of every damage type. They are also knocked Prone and must succeed on a DC 23 Constitution Saving Throw or become Poisoned,Diseased,Frightened and Paralysed. The creature may repeat the Saving Throw after their turn. After 3 Fails a target is turned into a gem worth 30,000 GP and then transported to a random location on the Material Plane. They can only be returned to their original form with a Wish or Greater Restoration Spell. The gem looks indifferent from any other gem and can only be identified by a Detect Magic Spell. Scrying doesn't work and any other Spells used to find the person are immediately wasted. Wish tells you which settlement the gem exists in but not the exact location.There is a 20% chance that Wish will be wasted and the gem transported to a random plane. (For every Spell Slot that you use above 3rd, the DC and DMG Dice are increased by 1)                                                                                                                                       4th level (20 slots) Obliteration

5th level (18 slots)Obliteration

6th level (18 slots) Obliteration

7th level (15 slots) Explosion:Everything within a 10,000ft radius must make a DC 28 Constitution Saving Throw and a DC 26 Intelligence Saving Throw or suffer the consequences. If the creature succeeds on both saving throws they take 60 (10d12) Psychic and Force DMG and are knocked Prone. If the creature succeeds on 1 and fails on 1 that creature takes 60 (10d12) Psychic,Force,Bludgeoning,Slashing and Necrotic DMG and is knocked Prone. If a creature fails both that creature takes 60 (10d12) Psychic,Force,Bludgeoning,Slashing,Necrotic,Radiant,Cold and Fire DMG, is knocked Prone, is Frightened and is targeted by the Spell Fireball (9th level Spell Slot) If a creature fails both by ten each or less the creature is affected by all of the above, plus they are targeted by the following Spells:Storm Of Annihilation,Comet Downfall,Mega-Tsunami,Seismic Earthquake and Mind-blown.

 

 

Actions

Action Name. Enter the description for your action.

Action Melee Attack. Melee Weapon Attack: +# to hit, reach # ft., # target. Hit: # (#d# + #) [damage type] damage. 

Action Ranged Attack. RangedWeapon Attack: +# to hit, range #/# ft., # target. Hit: # (#d# + #) [damage type] damage.

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

 

Legendary Action Name (Costs 1 Action). Xolphomorx creates an Anti-Magic Field that lasts for 10 minutes.(Does not affect Xolphomorx's Abomination Spells)

Legendary Action Name (Costs 1 Action).Xolphomorx casts Imprisonment on 3 people within his line of sight.

Legendary Action Name (Costs 1 Action).Xolphomorx simultaneously casts Seismic Earthquake,Mega-Tsunami and Volcanic Eruption.

 

Legendary Action Name (Costs 2 Action).Xolphomorx takes the form of an Ancient Red Dragon, then stamps his foot to the ground and forces all living creatures within a 500ft Radius to make a DC 30 Strength Saving Throw or take 150 Bludgeoning DMG and be knocked back 200 (60d6)ft, landing prone and taking 10 Bludgeoning DMG for every 5ft that the creature flew from it's original spot.

Legendary Action Name (Costs 2 Action).Xolphomorx summons 6d8 Demons of CR 16 or lower,6d8 Devils of CR 16 or lower,6D6 Mind Flayers/Mind Flayer Variants,4d12 Dragons/Dragon Variants of CR 20 or lower and The Lich Acererak.

Legendary Action Name (Costs 3 Action).Xolphomorx uses his Duplicate  Spell, then targets 3 people with Prismatic Wall for each Duplicate Xolphomorx creates.He then casts Seismic Earthquake.

Legendary Action Name (Costs 3 Action).Xolphomorx emits a Super Shock-Wave that lasts for a minute. All creatures in a 20,000 ft Radius is knocked to the ground taking 260 Bludgeoning DMG and landing Prone. All creatures within 1,000 ft are also Deafened and take an extra 260 Force DMG. Any creatures within 500 ft take all of the above and take 260 Psychic DMG plus they are targeted by the Spell, 60,000 Voltage Bolt. Any creatures below 300 current HP instantly die and cannot be resurrected.

Mythic Actions

 

Mythic Action Name (Costs 1 Actions) Xolphomorx casts Wipeout. All creatures within 300 ft are forced to make a DC 25 Constitution Saving Throw or be transported to a random location in the Far Realm.If you succeed then you take 20 Psychic DMG and suffer from 2 levels of Exhaustion.

Mythic Action Name (Costs 2 Actions) Xolphomorx casts Wish 3 times.

 

Mythic Action Name (Costs 2 Actions)Xolphomorx creates a Force-Field that does 1 DMG of every DMG type every 3 rounds and forces all creatures hostile to the Xolphomorx to make a DC 23 Constitution Saving Throw every 3 rounds or have 10 Max HP deducted for 5 rounds.

Mythic Action Name (Costs 3 Actions)

Mythic Action Name (Costs 3 Actions)

Description

Enter a general description for your monster here.

Lair and Lair Actions

 

Lair Actions

On initiative count 3 (losing initiative ties), the Xolphomorx takes a lair action to cause one of the following effects; the Xolphomorx can’t use the same effect two rounds in a row:

Xolphomorx casts Obliteration.

Xolphomorx casts Feeblemind.

Xolphomorx makes a Multiattack.

Xolphomorx makes a Posses attack.

Xolphomorx makes a Destructive Aura attack.

Regional Effects

The region containing a legendary Xolphomorx’s lair is warped into a Pandemonium-Like Planar Gate to the Far Realm, which creates one or more of the following effects:

Far Realm Magic:All living matter is killed if they don't have at least 300 Hit Points.

Bending Will:Any creature with an alignment other than neutral evil is forced to make a DC 23 Intelligence Saving Throw or have their alignment permanently changed to neutral evil.This curse can only be removed by greater restoration or wish.If you succeed you take 60 (12d6) Psychic DMG for 6 turns,40 (6d8) Force DMG for 3 turns and 120 (10d12) Necrotic DMG for each creature friendly to you and also unaffected by the curse.

Aura of Filth:All water is contaminated and filthy.When you drink this water you must succeed on a DC 18 Constitution Saving Throw or take 37 (6d6) poison and necrotic damage and become diseased and poisoned for 6 (1d10) days. Any lawful aligned creatures takes double the damage and makes the saving throw with disadvantage. No food exists within the radius of the regional effects.

Altered Surroundings:The elements around the Xolphomorx's Lair are constantly changing.All terrain within 1200ft is difficult terrain.

The Lair: The Lair affects everything in a 1200ft radius. This radius is split into 6 20ft wide and 80ft long walls of elements in the shape of a circle. Any creature that attempts to burrow under, jump over, teleport past or disable is targeted by the spell Prismatic wall which appears in front of the creature.The outermost circle is the entry to the Outer Lair. It's the weirdest of the circles. At random times during the day it's elements change.Roll a d100 to see which element is currently active.On a 1-10 its Lightning.,an 11-20 is Force.,a 21-30 is Radiance.,31-40 is Poison.,41-50 means Disease.,51-60 is Acid.,61-80 is Necromancy and an 81-100 is Psychic.These elements are Lightning,Force,Radiance,Poison,Disease,Acid,Necromancy and Psychic.The first time you enter the circle you take 20 (5d6) DMG of the current type. You are then forced to make a DC 26 Dexterity Saving Throw for every 5ft you move in any direction or take 30 DMG of that type. Neutral evil creatures are immune to these effects.The 5th wall is made of air. When you touch the wall you are immediately repelled.You must succeed on a DC 23 Dexterity Saving Throw or take 20 (4d8) Bludgeoning DMG and be knocked prone.To get past the wall of wind you must make a DC 17 Strength Saving Throw after every 3ft you move or be thrown 80 (9d6)ft into the air and land 10 (1d12) ft outside of the Outermost Circle.You take 10 DMG for every 5ft you fell and an additional 10 DMG for every 2ft you moved from where you were before you were thrown into the air.

 

If the Xolphomorx dies, these effects fade over the course of 200d20 days.

Monster Tags: TitanShapechangerabberationPsionic

Habitat: ArcticDesertMountainSwampUnderdarkUnderwater

Lord_Lochinvar

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