Gargantuan Aberration (Titan), Chaotic Evil
Armor Class 26 Natural armor
Hit Points 728 (35d20 + 350)
Speed 40 ft., Fly 40 ft.
STR
30 (+10)
DEX
22 (+6)
CON
30 (+10)
INT
22 (+6)
WIS
25 (+7)
CHA
30 (+10)
Saving Throws DEX +15, CON +19, INT +15, CHA +19
Skills Deception +19, History +15, Intimidation +19, Perception +25
Damage Immunities Acid, Necrotic, Poison, Psychic, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 300ft, Passive Perception 35
Languages All, Telepathy Telepathy Infinite range if on the same plane of existence as intended receiver.
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits
Crystal of Turmoil. Any crystalborn of crystal item within 1 mile of Asnernaronath can't use their abilities and the crystals become nothing more than gemstones.
 
Snaking Hate. Each creature within 60ft of Asnernaronath that has been damaged or has damaged another creature within the last round takes 11 (2d10) necrotic damage plus 11 (2d10) psychic damage.
 
Discorporation. When Asnernaronath drops to 0 hit points or dies, his body is destroyed but his essence travels back to his domain in the far realms, and he is unable to take physical form for a time.
 
Alien Mind. If a creature tries to read Asnernaronath's thoughts or deals psychic damage to him, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 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.
Legendary Resistance (3/Day). If Asnernaronath fails a saving throw, his can choose to succeed instead.
 
Limited Magic Immunity. Unless he wishes to be affected, Asnernaronath is immune to spells of 4th level or lower. He has advantage on saving throws against all other spells and magical effects. Any spell that deals with radiant or force damage bypass his immunity to the spell.
 
Magic Weapons. Asnernaronath’s weapon attacks are magical.
 
Innate spellcasting. Asnernaronath's innate spellcasting ability is Charisma (DC 27, + 19). He can innately cast the following spells, requiring no material components:
 
At will: Sword Burst (25th level so 5d6), Armor of Agathys (2nd level), Chaos bolt (9th level), Compulsion, Confusion, Dispel Magic (6th level), Major image, Summon lesser demons (6th level), Modify memory.
 
3/day each: Bestow Curse (9th level), Dissonant Whispers (7th level), Inflict Wounds (10th level), Blight (9th level), Eyebite, Prismatic spray.
 
1/day each: Crown of Madness (7th level), Summon aberration (9th level), Summon greater demon (9th level). Mass suggestion, Maddening darkness, Weird.
Actions

Multi Attack. Asnernaronath makes four attacks: two with his claw and one with both his Great mace of strife and eye of chaos. Asnernaronath also can exchange an attack for casting a spell from his innate spellcasting.

Claw. Melee Weapon Attack: +19 to hit, reach 15 ft., 1 target. Hit: 23 (3d8 + 10) slashing damage.

Great Mace of Strife. Melee Weapon Attack: +22 to hit, reach 20 ft., 1 target. Hit: 26 (3d12 + 13) bludgeoning damage plus 14 (4d6) force damage and the target must make a DC 27 Wisdom saving throw. On a failed saving throw the target has disadvantage on all Wisdom and Charisma saving throws until the end of Asnernaronath's next turn.

Eye of Chaos. Ranged Spell Attack: +10 to hit, range 30/60 ft., 1 target. Hit: The target must make a DC 27 Charisma saving throw or take double damage from any spell attack that hits them within the current or next round.

Legendary Actions

Asnernaronath 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. Asnernaronath regains spent legendary actions at the start of his turn.

Attack (Costs 1 Action). Asnernaronath makes a claw attack or casts Sword burst or Chaos bolt using their innate spellcasting trait. 

Shift Location (Costs 1 Action). Asnernaronath teleports up to 120ft to any place they have seen before. This ability can also be used to teleport to the ethereal plane and to demi planes. 

Eclipse of Hate (Costs 2 Actions). Asnernaronath causes all creatures within 120ft of himself to make a DC 27 Wisdom saving throw. On a failed saving throw a creature sees the sun a dark blot which obscures everything they then look at. All creatures who failed the saving throw are blinded for 1 minute. A creature can remake the saving throw and for any of these saving throws has advantage if said creature has true sight. 

Cataclysm Incarnate (Costs 3 Actions). Asnernaronath envelopes himself in a flexing bright glowing aura of crystalline structures of many different colors. Each creature attempting to cause harm to Asnernaronath on their turn must make a DC 27 Charisma saving throw or take 22 (5d8) radiant or Necrotic damage (Asnernaronath's choice) on a failed saving throw. This effect lasts until the start of Asnernaronath's next turn. 

Description

Standing 22ft tall a large nearly gaunt entity with the look of an extremely dark shadow stands awkwardly. Its head holds the only notable features being its large wide mad eyes have a faint yellow tint to them. His forehead holds a large glowing purple structure like the powerful crystals many see around granting great power to those they bond too. His head is crowned by five long tall onyx black horns like a claw grasping at the sun to snuff it out. When he speaks his hooked toothed white maw is revealed only adding more terror to his sadistic booming voice. 

This entity carries a massive mace that looks like it has been battered either in battle or someone has attempted to destroy it many a time. The entity has gone by many names, such as "the one with 3 eyes and 5 horns" and an era's end. But in truth those are but tittles to the god of conflict and strife, Asnernaronath as now he is reawakened from his imprisonment to finally set foot back on the material plane. To complete what he came to do and bring war to all so all may suffer in his view. 

Monster Tags: aberration

drdeatheer

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