Large unknown, Neutral
Armor Class 22 Natural
Hit Points 288 (36d8 + 126)
Speed 60 ft.
STR
10 (+0)
DEX
18 (+4)
CON
26 (+8)
INT
28 (+9)
WIS
30 (+10)
CHA
12 (+1)
Saving Throws CON +16, INT +17, WIS +18
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Force, Necrotic
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Prone
Senses Truesight, Passive Perception 27
Languages All
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Center of Reality : Creatures that start their turn outside a 20ft radius of Ao must make a Dexterity saving throw (DC 16) or take 25 (5d8) Force Damage, and are pulled inward 10 ft. On success half damage is taken and the creature is not pulled inward.

Being of Legends : Ao, The Overgod ignores any difficult terrain and is considered to be always levitating, due to this he is immune to the prone condition.

Additionally, as a move action, on his turn Ao can use teleport to any space within his fly speed (60ft)

Actions

Mote of Starlight : Ranged Weapon Attack: +14 to Hit, range 120/600 ft, Hit: 23 (5d8) Radiant Damage, plus 9 (2d8) Psychic Damage.

Ao can launch a mote of pure starlight at a creature within Center of Reality as a bonus action as well as reaction.

Star Fall : Ao creates a large star shower at a point within 60ft of himself. All creatures within 15ft of that point must make a Dexterity Saving Throw (Dc18) or take 30 (6d8) Radiant damage and are stunned until the start of Ao next turn. On a success the creature takes half damage and is not stunned.

Celestial Implosion : As a full action Ao can focus all his energy into pulling the vortex of Center of Reality inward to himself. When Ao uses this ability all creatures within the effected area must make the Center of Reality Saving Throw. Additionally any creature in the area must make the Saving throw again as the Vortex expands back outward.

Voice of the Cosmos : Ao blasts a wave of cosmic energy in a direction he chooses. Any target within a 10ft wide 120ft Long must all make a Dexterity Saving Throw (DC 19) or take 80 (20d6) Force Damage. Additionally any creature who failed the Saving Throw are knocked Prone and pushed back 20ft in the direction of the blast. On a Success any effected creature takes half damage and isn't pushed back or knocked prone.

Sphere Of Annihilation : Ao begins to summon an Orb of pure black energy. This 10ft 5ft wide orb launches in straight line in, a direction Ao chooses for 120ft. When launched any in the spheres path must make a Constitution Saving Throw (DC 20) or take 110 (20d10) Psychic Damage. Additionally any creature who fails the Saving Throw Is confused until Ao's next Turn. On a Success take Half Damage and are not confused.

 

 

Legendary Actions

Ao can take 4 Legendary Actions, choosing from the options below. Only one Legendary action can be used at a time and only at the end of another creature's turn. Ao regains spent legendary actions at the start of its turn.

Force of Fate : ( Costs 1 Action). As a Legendary action Ao may Force any roll to be re rolled and choose which roll the creature will use.

Thread of Fate : ( Costs 2 Actions). As a Legendary action Ao can attempt to wrap a creature in range (60ft) in the Threads of Fate, Glowing white hot wraps that not only Grapple but also sear flesh from bone. Targeted Creature must make a Dexterity Saving Throw (DC 18) or be Wrapped in the Threads of Fate. Each round there after the Creature may attempt to break free from the Wraps. On a failure the creature is wrapped tighter in the grapple and take 22 (6d6) Bludgeoning Damage, plus 18 (4d8) Fire Damage. On a Success the creature is not grappled.

Voice Of Cosmos : ( Costs 3 Actions) Ao Casts Voice of Cosmos as a Legendary action.

Abyuss

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