Large Aberration, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 284 (20d12 + 150)
Speed 60 ft., fly 25 ft. Using its psionic prowess, it can hover and glide but requires concentration. Upon receiving damage Bob must make a Wisdom saving throw based on remaining HP. 90%+ dc 5, 75-89% dc 10, 50-75% dc 15, less than 50 dc 20
STR
8 (-1)
DEX
19 (+4)
CON
15 (+2)
INT
19 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +8, INT +10, WIS +9
Skills History +12, Perception +10, Religion +12
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Deafened, Frightened, Prone
Senses Blindsight 120 ft. Can sense the minds and location of all creatures capable of communication., Unknown Can see through the eyes of its slaves, all of them at once., Passive Perception 17
Languages All Only telepathically, Common Only through mouth, Telepathy Only speaks common from its mouth. Can speak any language through telepathy.
Challenge 20 (25,000 XP)
Proficiency Bonus +6

Unbreathing. Bob does not need to breathe.

Spore Cloud. Bob is surrounded by a tightly compacted cloud of spores emitted by its tentacles. A creature that touches Bob or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1 min or until cured. The diseased creature must attack 1 of Bob's slaves on their turn, If no slave is present at the beginning of that creature's turn or is attacked by Bob it can attempt a DC 14 Constitution saving throw to resist disease, for 1 turn effects of the disease are negated. If at the beginning of a creature's turn if they resisted disease last round they must make a DC 14 Constitution saving throw or again be under the full effects until the disease is cured. Cloud is dispersed on the first creature that comes into contact with it.

Probing Telepathy. If a creature communicates telepathically with Bob, they learn the creature's surface thoughts. Can only occur once per round.

Hive Mind. Any creature that Bob has enslaved, is permanently absorbed into Bob's consciousness. Bob can communicate and control any creature that it has enslaved at any distance and any plane of existence. All enslaved creatures can act independently with full autonomy, as long as it matches the will of Bob otherwise the action does not exist in the target's mind as a possibility. Upon the death of Bob, all creatures are released with full memory of everything that happened.

Legendary Resistance (2/Day). If Bob fails a saving throw, they can choose to succeed instead.

 

Actions

Multiattack. Bob makes three tentacle attacks, or summons 3 slaves cr 0.

Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature is hit, it must succeed on a DC 14 Constitution saving throw or become diseased for 2 turns or until cured. The diseased creature must attack 1 of Bob's slaves on their turn, If no slave is present at the beginning of that creatures turn or is attacked by Bob it can attempt a DC 14 Constitution saving throw to resist disease, for 1 turn effects of the disease are negated. If at the beginning of a creature's turn if they resisted disease last round they must make a DC 14 Constitution saving throw or again be under the full effects until the disease is cured or time has elapsed.

Psychic Force Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft. one target. Hit: 15 (3d4 + 5) bludgeoning damage.

Enslave (3/Day). Bob targets one sentient creature not in combat with it that it can see within 30 feet. The target must succeed on a DC 18 Wisdom saving throw or be magically charmed by Bob until Bob dies. The charmed target is under Bob's control but can act independently with full stats, as long as it matches the will of Bob otherwise the action does not exist in the target's mind as a possibility. This makes attempting to reason with a slave near impossible.

 

Legendary Actions

Bob can take 6 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. Bob regains spent legendary actions at the start of its turn.

Detect.  Bob makes a Wisdom (Perception) check to perceive anything non-sentient.

Telekinesis. Bob casts Telekinesis once per day.

Magic Missle (Costs 2 actions). Bob casts Magic Missle at lvl 1.

Psychic Drain (Costs 2 Actions). One creature takes (3d6) psychic damage Wisdom save DC 14 takes half and prevents secondary effect, and Bob regains hit points equal to the damage the creature takes.

Summon Slave (Costs 6 Actions). Summons 3 enslaved creatures cr 0 from anywhere.

Description

Bob always appears as an average large version of the sentient species looking at it. To a Human, they look like a 12 ft tall healthy male. They are clean-cut with a pleasant-looking demeanor but this benign face ends at their eyes. The endless void echos through these sockets threatening to drive one mad. Clothed in whatever attire that person deems average i.e. an American would probably see jeans, a t-shirt, and sneakers. They have what looks to be, long black hair that reaches their ankles.  This "hair" is actually 13 30 ft long tentacles that are covered with billions of barbed flagella. This creature's pure hatred of life has congealed around these flagella creating a psychic toxin that infects anything it can touch. They can walk but prefer to hover and glide to where they want to be.

They are clean-cut with a pleasant-looking demeanor but this benign face ends at their eyes. The endless void echos through these sockets threatening to drive one mad. Clothed in whatever attire that person deems average i.e. an American would probably see jeans, a t-shirt, and sneakers. To each sentient species and race, it would be similar but respective to their culture their name adapting to that culture as well.

This entity is more ancient than the dark, once it lived in peace with only one voice but then came the Gods of creation. Now there are so many voices some louder some softer but always there never silent. A roiling hatred for all sentient life took old and they vowed to silence it. They watched and waited for the best time to strike their revenge on the Gods.  After millennia they began to probe the outer reaches of the universe staying to the shadows between stars. They noticed not everyone prayed to the Gods and they descended. First, on simpler peoples acting as a God, they absorbed every piece of sentient life on each planet. They began to find more advanced cultures and began to build an empire enslaving and silencing the minds of all in its domain. Growing in power until ready to strike.

Lair and Lair Actions

Bob's lair is the bridge of his flagship The Silence..., it is a dome 60ft at its peak. The rather sparse interior seems mostly to be an observation deck, the ceiling of the dome being transparent. There is a bar off to one side long in disuse, the floor a soft pads comfortable enough for laying down and watching. Lastly the opposite the bar is the elevator entrance, 10' sq. is as large as a freight elevator but much much more elegant.

 

Lair Actions

When fighting inside its lair, Bob can invoke the ship's internal defenses to take lair actions. On initiative count 20 (losing initiative ties), Bob can take a lair action to cause one of the following effects:

  • Sentry Guns - 2 Sentry guns pop up out of the floor and each cast fire bolt with a +3 to hit on one creature Bob has chosen to target on hit each target takes 1d10 fire damage. This can be used once every other round for reloading.
  • Cleaning cycles - Upon activation, the room is submerged up to about 1/2" in warm soapy water as it drains robots come out and scrub the mats. The entire dome floor is rough terrain for 1 minute. Can only be used twice per day
  • UV Shade - Upon activation, the UV shade on the dome is open for 1 turn and reverts. All creatures inside the dome who can see are blinded until the end of their turn. This can be used once every 3 rounds.

 

TazMedic

Comments

Posts Quoted:
Reply
Clear All Quotes