Anathematic Secrecy. The aspect can't be targeted by any divination magic or perceived through magical scrying sensors.
Encompassing Madness. Any creature that starts its turn within 30 ft. of the aspect must make a DC 22 WIS saving throw. On a failed save, the creature cannot attack the aspect for that turn.
Consuming Madness. If a creature takes a short or long rest within 400 ft. of the aspect, it must make a DC 22 WIS saving throw or it succumbs to the aspect's influence as described in the Crown of Madness spell. This cannot be removed without the Greater Restoration spell or similar.
Diverse Limbs. The aspect can move across any surface without needing to make an ability check.
Legendary Resistance (3/Day). If the aspect fails a saving throw, it can choose to succeed instead.
Magic Weapons. The aspect's weapon attacks are magical.
Regeneration. The aspect regains 20 hit points at the start of its turn if any creature is affected by Encompassing Madness and has at least 1 hit point.
Unyielding Essence. The aspect is immune to any spell or effect that would alter its form, as well as those that would read its thoughts, determine if it is lying, or magically influence its thoughts or behavior.
Spellcasting. The aspect is a #-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). The aspect has the following spells and can cast them requiring no components:
At will: Ray of Enfeeblement, Wall of Force, Finger of Death
1/day: Meteor Swarm, Weird, Power Word Kill
Actions
The aspect will use Summon Scion if available and will then attack with either its claws, ranged attack. It also may use Final Corruption as its solitary action.
Multiattack. The aspect makes 4 melee attacks or 4 ranged attacks.
Claw. Melee Weapon Attack: +14 to hit, reach 20 ft., one target. Hit: 17 (2d8 + 8) slashing damage plus an additional 5 (1d10) psychic damage, and the target must make a DC 23 WIS saving throw. On a failed save, the INT of the creature is temporarily decreased by 1 and the aspect gains half of the damage as temporary hit points. If a creature's INT score is reduced to 0, it dies. This effect lasts until the target finishes a long rest.
Boneshard. RangedWeapon Attack: +14 to hit, range 120/360 ft., 1 target. Hit: 23 (2d8 + 10) slashing damage.
Scion Summon (Recharge 6). The aspect summons corrupted allies to fight alongside it. Two Corrupted Scions are magically summoned in unoccupied spaces within 30 ft. of the aspect that it can see. These Scions act of their own initiative and follow the aspect's orders as best they can.
Final Corruption (3/day). The aspect emits a cloud of noxious gas in a 70 ft. sphere around itself. Any creature within the cloud must make a DC 22 DEX saving throw. The creatures take 55 (10d10) acid damage or half as much on a successful save. Additionally, all creatures must make a DC 25 CON saving throw or contract a potent version of The Affliction. The creature must redo the saving throw at the beginning of each of its turns for two more turns. If the creature passes any of these saving throws, The Affliction subsides and the creature can no longer be affected by The Affliction, although the creature still takes acid damage on any following attacks of this nature. If the creature fails all three saving throws, it becomes immobile and begins transforming into a Corrupted Core. Full transformation takes 1d4 turns, at which point the creature acts as a standard Core.
Warp Space (Recharge 4). As a bonus action, the aspect may teleport one creature within 120 ft. and transport it to an unoccupied space chosen by the aspect it can see within 30 ft. of it.
Assimilation. When a corrupted creature within 200 ft. of the aspect dies, the aspect will absorb the body of the creature through magical means, restoring 10 HP for a Small creature, this amount doubling for each size above this (40 HP for a Large creature).
Legendary Actions
The aspect can take 3 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. The aspect regains spent legendary actions at the start of its turn.
Charge. The aspect moves up to its speed.
Mind Meld (Costs 2 Actions). The aspect attempts to telepathically force a creature to gaze at its head and shares the enormity of its knowledge of the unknowable. The aspect targets one creature it can see within 120 feet of it. The target must make a DC 23 WIS saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much damage on a successful one. Additionally, on a failed save, the targeted creature spirals into temporary madness as described in the Crown of Madness spell. The creature attempts to make the saving throw at the beginning of each of its turns with the effect not wearing off until the saving throw is passed.
Claw. The aspect makes a claw attack.
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
"It is here. The predecessor to the cleansing of this world in its entirety. Rejoice, for you shall witness the first step in its divine unification of all universes!" - High Priest of Bhajulkhet
A monstrous abomination, the Aspect of Bhajulkhet has the torso of a humanoid. Four spindly arms sprout from the torso, two on either side. The arms terminate in three claws with serrated tooth-like structures outlining them. Its head sits atop a long, skinny neck, with the features of its head unknowable. Any creature who gazes at its head is driven to madness, unable to comprehend the sheer otherworldly existence of such a horror. Its torso ends in a mass of writing tentacles and insect-like appendages. These tentacles have eyes, maws, and alien appendages of various sizes and shapes spread throughout these tentacles.
Lair and Lair Actions
Lair Actions
The aspect controls its own demiplane between the material realm and the demiplane of Bhajulkhet. This control spills over into the material plane when it emerges from its demiplane. On initiative count 20 (losing initiative ties), the aspect takes a lair action to cause one of the following effects; the aspect can't use the same effect two rounds in a row:
- The aspect innately casts the earthquake spell (save DC 22), requiring no components. This earthquake lasts until initiative count 20 of the next round, and does not require concentration to maintain.
- 1d6 Tentacles erupt randomly from any fissures made by the earthquake. The tentacles act according to the aspect's will, have a reach of 10 ft., an AC of 15, and 40 HP. These tentacles will make melee attacks against any creatures not allied with the aspect who are in reach. The attack is +7 to hit, causing 9 (2d8) bludgeoning damage on a successful hit, and will attempt to grapple (DC 17 STR saving throw) a creature it has hit. A tentacle grappling a creature cannot attack any other creatures and will use its turn to slam the grappled creature against the ground one time per turn, causing 9 (2d8) bludgeoning damage per turn to the creature. The attacks made by the tentacles are magical.
- The aspect generates 3 hardened, whip-like tendrils that lash out against three creatures chosen by the aspect within 120 ft. of it. The creatures each must make a DC 20 DEX saving throw. On a failed save, the target takes 7 (2d6) piercing damage plus 7 (2d6) acid damage or half as much on a successful one. Additionally, the creature must make a DC 20 STR saving throw or become restrained until initiative count 20 of the next turn. TO break out, the creature can use its action to make a DC 20 STR saving throw. On a success, the creature is released from the tendrils. These attacks are considered magical.
Regional Effects
As the aspect begins opening a portal from its own demiplane to the material plane, reality around this location begins to warp. Unnatural weather patterns my appear, non-magical items may have minor or major property changes, wildlife will begin to change to closer reflect aberrations. These effects begin 1d10 days before the portal is completely made and the effects spread out in a circle with a 2 mile radius with more apparent and dramatic changes occurring closer to the location where the portal will be. Once the portal is completed and the aspect emerges from it, additional regional effects take place within a 2 mile radius, with effects increasing the closer to the aspect a creature gets:
- Creatures and people will begin acting as if under the Crown of Madness spell (10% of creatures at the furthest points and 100% of creatures within 1000 ft., the amount changing in a linear fashion)
- The air takes on an other-worldly appearance, tinting everything with a gray hue
- The smell of blood and mucus permeates the atmosphere
- Any creature that is dead or dies will come back as shown in The Corrupted, regardless of affliction (10% of creatures at the furthest points and 100% of creatures within 1000 ft., the amount changing in a linear fashion)
- Spells that change the appearance or structure of a creature result in the creation of a corrupted creature
If the aspect retreats to its demiplane, these effects fade over the course of 1d10 days.
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