Medium Aberration, Any Evil Alignment
Armor Class 18 natural armor
Hit Points 35 (10d20 + 135)
Speed 30 ft., fly 120 ft.
STR
25 (+7)
DEX
25 (+7)
CON
25 (+7)
INT
25 (+7)
WIS
25 (+7)
CHA
25 (+7)
Saving Throws STR +14, DEX +14, CON +14, INT +14, WIS +14, CHA +14
Damage Immunities Acid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 300 ft., Passive Perception 20
Languages All, Telepathy 450 ft.
Challenge 22 (41,000 XP)
Proficiency Bonus +7
Traits

Polymorph. An unmaker can, at will, polymorph into any sentient creature of Small, Medium, or Large size class.  It can only shapeshift into creatures it knows about.  A creature that makes a DC 25 Charisma check can discern that there is something wrong about the polymorphed state.  However, they do not know the nature of it until they make a DC 23 Wisdom check, upon which they are struck by a deep sense of foreboding, finally comprehending the scope of the creature.  The unmaker is immune to any effect targeting or affecting aberrations, such as divine senses or protection from evil and good.

Profane Truth. An unmaker can drop its illusion with ease, revealing itself.  Any creature that sees an unmaker for the first time must make a DC 24 Wisdom save or take 2d10 + 5 psychic damage.  They must also roll a d6 to determine a permanent madness effect they also gain.

1: The truth is too much for others to take.  I have to lie constantly to protect them.

2: This world is not worth saving.  Let it all burn, for all I care.

3: Blood and fire are the only things that make me forget.  I can make more...

4: Get me out of this hell.  Get me out NOW!

5: I hate everyone of the race of the illusion.  They harbored it...

6: I find comfort in watching others plunged down to see dregs like me eye-to-eye.

Actions

Unmake (Recharge 5-6). The unmaker targets a creature it can see within 30 feet.  The creature must make a DC 17 Charisma save or be immediately dropped to 0 HP, with all of its health transferred to the unmaker as temporary HP.

Lash. Melee Weapon Attack: +5 to hit, reach 10 ft., 3 targets. Hit: 12 (2d8 + 4) psychic and 6 (1d6 + 3) acid damage. 

Barbs. RangedWeapon Attack: +5 to hit, range 75/150 ft., 3 targets. Hit: 10 (1d10 + 5) lightning damage.

Legendary Actions

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

Legendary Action Name (Costs # Actions). Enter the description for your legendary action.

Mythic Actions

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

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Unmakers are the agents of minor eldritch beings set upon the destruction of all reality.  They go about this in myriad ways.  Unmakers of chaotic gods are hyper-destructive, going on murderous rampages until they are dispatched, but still coming back stronger.  Lawful unmakers are much like devils, forging contracts enforced by the will of their creator.  It is said that the first unmakers were created by a long-forgotten god of truth, used to guard those who would bring the light of knowledge to the masses.  However, when this god was slain in the First Ragnarok, they were corrupted by eldritch beings.

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

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

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

RPGPenguin

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