Medium Undead (Elf), Lawful Evil
Armor Class 18 (natural armor)
Hit Points 360 (17d12 + 150)
Speed 40 ft.
STR
18 (+4)
DEX
22 (+6)
CON
17 (+3)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws DEX +12, CON +9, WIS +12, CHA +14
Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
Damage Vulnerabilities Lightning, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned, Stunned
Senses Truesight 120 ft., Passive Perception 18
Languages all, telepathy 120 ft.
Challenge 18 (20,000 XP)
Proficiency Bonus +6

Innate Spellcasting. Ozymandias’s innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:

At will: alter self, bestow curse, major image, modify memory, nondetection, sending, suggestion

3/day each: greater invisibility (self only)

1/day each: feeblemind

Legendary Resistance (3/Day). If Ozymandias fails a saving throw, he can choose to succeed instead.

Magic Resistance. Ozymandias has advantage on saving throws against spells and other magical effects.

Magic Weapons. Ozymandias’s weapon attacks are magical.

Blade Armor. Ozymandias’ gains 1 AC for each of his swords that is active and within 5 feet of him.

Regeneration. Ozymandias regains 60 hit points at the start of his turn. If he takes cold, lightning, or psychic damage, this trait doesn’t function at the start of his next turn. Ozymandias dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Sword Reliance. Each time Ozymandias loses 60 health, one of his swords drops and he loses any abilities associated with it. When this happens, one player character within 5 feet of a sword can make a DC 18 Perception check. If they succeed, they can use their reaction to strike down one specific sword within their attack range. Only one player may do this per 60 health. If no player can make this roll, the GM selects which sword is struck down.

Desolate Mind (Mythic Trait; Recharges after a Short or Long Rest). When Ozymandias is reduced to 0 hit points, he doesn’t die or fall unconscious. Instead, Ozymandias opens a portal to his lair: his home dimension. He goes through the portal, restoring all his HP and removing any status effects. If the party follows, they will end up 60 feet away from him. See Lair description below. If he finishes a short or long rest, he regains the ability. Ozymandias dies when killed in his home dimension.

Actions

Multiattack. Ozymandias makes three dread sword attacks with three different swords or teleports and uses a one dread sword.

Dread Sword. Ozymandias has six swords that hover around him. Ozymandias may move a sword to hover magically in an unoccupied space within 50 feet of him. He can use it to attack as normal. Any sword within 5 feet of Ozymandias moves with him. If the hovering sword is targeted by any effect, Ozymandias is considered to be holding it. The hovering sword falls if Ozymandias dies.

  1. Pulsing Sword. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 9) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  2. Gleaming Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 33 slashing damage. When Ozymandias attacks a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage.
  3. Seething Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 9) lightning damage. While wielding the sword, Ozymandias is immune to psychic damage.
  4. Draining Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 9) slashing damage. Any damage dealt with this weapon, even through the Dread Sword ability, causes the user to regain that much HP.
  5. Crackling Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 9) lightning damage. While wielding this sword, even through the Shadow Sword ability, the user gains immunity to lightning damage.
  6. Whispering Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (4d6 + 9) slashing damage. This sword is invisible, so the sword gains advantage to hit unless the target can see invisible items or until the target uses a bonus action to pass a DC 18 perception check to perceive it.

Teleport. Ozymandias magically teleports, along with any equipment he is wearing and carrying and any dread swords floating within 5 feet of him, up to 120 feet to an unoccupied space he can see.

Dread Sword. Ozymandias moves a sword to hover magically in an unoccupied space within 50 feet of him. He can use it to attack as normal If the hovering sword is targeted by any effect, Ozymandias is considered to be holding it. The hovering sword falls if Ozymandias dies.

Legendary Actions

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

Slash. Ozymandias attacks with one of his swords.

Teleport. Ozymandias uses his Teleport action.

Summon Living Blade (Costs 3 Actions). Ozymandias summons one Living Blade of Disaster.

Mythic Actions

If Ozymandias’s mythic trait is active, it can use the option below as actions for 1 hour after using Desolate Mind.

Dread Dash (Recharge 5–6). Ozymandias circles all his blades around him and they spin. He may use up to double movement to dash to an unoccupied space, moving through any creatures in his path, ignoring any attacks of opportunity. Make an attack against each creature within 10 feet of the movement. Roll a d6 to determine which attack is made:

  1. Pulsing Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 9) necrotic damage. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.
  2. Gleaming Slash. Melee Weapon Attack+12 to hit, reach 10 ft., one target. Hit: 45 slashing damage. When Ozymandias attacks a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 20 slashing damage.
  3. Seething Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 9)  lightning damage. While wielding the sword, Ozymandias is immune to psychic damage.
  4. Draining Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 9) slashing damage. Any damage dealt with this weapon, even through the Dread Sword ability, causes the user to regain that much HP.
  5. Crackling Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 9)  lightning damage. While wielding this sword, even through the Shadow Sword ability, the user gains immunity to lightning damage.
  6. Whispering Slash. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 27 (6d6 + 9)  slashing damage. This sword is invisible, so the sword gains advantage to hit unless the target can see invisible items or until the target uses a bonus action to pass a DC 18 perception check to perceive it.

Description

Ozymandias is a fallen tyrant who was banished into another reality after his people overthrew him He spent years getting back, gathering his swords, and crafting his armor. All he could ever find was a shattered statue mocking his former glory. Now, he attempts to make a new kingdom by invading other dimensions. 

Lair and Lair Actions

Ozymandias can pierce reality with his hand or one of his swords and open a portal to his original dimension. All Ozymandias' swords follow him into the portal, though the party will not be able to see them upon entering.

Ozymandias's home is a vast desert with the only evidence of civilization being a shattered statue's head and legs partially buried in the sand. If the part approaches the pedestal, there is an inscription "My name is Ozymandias, King of Kings; Look on my Works, ye Mighty, and despair!" The head itself is of a young, healthy elf. The sun is oppressive and the air is dry. Craggy mountains ring the whole horizon, but are miles away. Any swords that become inactive fall into the sand and are buried. If Ozymandias regenerates the sword, it rises from the sand next to him.

Lair Actions

When fighting inside its lair, Ozymandias can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the Ozymandias takes a lair action to cause one of the following effects:

  • Ozymandias calls on his fallen swords to strike an enemy and the fallen swords rise like spikes from the ground. Target an opponent, the opponent makes DC 18 Dexterity Save. If they fail, they take the full damage listed below, and if they succeed, they take half damage listed below. The damage is based on the number of blades that Ozymandias has lost:
    • 1 Blade: 4d6 Piercing Damage
    • 2 Blades: 8d6 Piercing Damage
    • 3 Blades: 12d6 Piercing Damage
    • 4 Blades: 16d6 Piercing Damage
    • 5 Blades: 20d6 Piercing Damage
    • 6 Blades: 26d6 Piercing Damage
  • Ozymandias causes the desert heat to bear down on his enemies. Each opponent in the dimension makes a DC 14 Constitution save. If they fail, they suffer one stage of exhaustion and become immune to this effect. 

Ozymandias as a Mythic Encounter

Ozymandias is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have him call on his Desolate Mind. His use of this trait signals a drastic turn in the encounter, as Ozymandias summons draws the heroes into his dimension. While he is using this trait, he can choose one of her mythic actions when he uses an action.

Read or paraphrase the following text when Ozymandias uses his Desolate Mind trait:

Fighting Ozymandias as a mythic encounter is equivalent to taking on two challenge rating 18 creatures in one encounter. Award a party 40,000 XP for defeating Ozymandias after he uses Desolate Mind.

Monster Tags: undeadelf

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