Huge Celestial, Lawful Evil
Armor Class 20 Natural Armor
Hit Points 319 (26d12 + 156)
Speed 40 ft., Fly 25 ft. (hover)
STR
23 (+6)
DEX
20 (+5)
CON
22 (+6)
INT
19 (+4)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws STR +14, CHA +12
Skills Deception +12, History +12, Intimidation +12
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Unconscious
Senses Truesight 10 ft., Passive Perception 20
Languages All languages
Challenge 26 (90,000 XP)
Proficiency Bonus +8
Traits

The Heart of Darkness (Mythic Trait; Recharges after a Short or Long Rest). When Agrach Dyr is reduced to 0 hitpoints, it doesn't die or fall unconscious. Instead, the damage loosens Agrach Dyr's grasp on Atramenta, causing its grasping hands to corporealize. Agrach Dyr has two hands, each with an AC of 18 and 50 hit points. The hands are immune to all conditions, and share their ability scores with Agrach Dyr. Agrach Dyr regains 200 hit points, and can only be damaged again once the hands are destroyed.

Bane of Life. Agrach Dyr also deals an extra 5 (1d10) necrotic damage with all of their weapon attacks (included in the attack).

Legendary Resistance (3/Day). If Agrach Dyr fails a saving throw, they may instead choose to succeed.

Actions

Multiattack. Agrach Dyr uses their Blood-Chilling Presence and then makes either four attacks with Deadly Grasp, two attacks with Deadly Grasp and one with Abyssal Armaments, or two attacks with Abyssal Armaments.

Deadly Grasp. Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 11 (2d4 + 6) bludgeoning damage and 5 (1d10) necrotic damage. If a creature is damaged by this attack twice in one turn, it becomes grappled (escape DC 14).

Abyssal Armaments. Agrach Dyr summons one of their weapons. Choose one from the following list. Each weapon may only be chosen once until the start of Agrach Dyr's next turn.

  • Glaive. Melee Weapon Attack: +14 to hit, reach 10 ft., up to two targets within 5 ft. of each other. Hit: 17 (2d10 + 6) slashing damage and 5 (1d10) necrotic damage.
  • Longbow. Ranged Weapon Attack: +13 to hit, range 80 ft./ 320 ft., up to two targets in a straight line within range. Hit: 14 (2d8+5) piercing damage and 5 (1d10) necrotic damage.
  • Mace and Shield. Melee Weapon Attack: +14 to hit, reach 5 ft., one target. Hit:  12 (2d6+5) bludgeoning damage and 5 (1d10) necrotic damage. Agrach Dyr gains 2 bonus AC until the start of their next turn or until the next time they use this attack.

Blood-Chilling Presence. Each creature of Agrach Dyr's choice that is within 120 feet of them and aware of them must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Agrach Dyr's Blood-Chilling Presence for the next 24 hours.

Reactions

Rebuff. Agrach Dyr makes a Mace and Shield attack against a creature that attacked them. Agrach Dyr may only use this reaction if they used the Mace and Shield from their Abyssal Armaments.

 

Legendary Actions

Agrach Dyr 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. Agrach Dyr regains spent legendary actions at the start of its turn.

Hand of Doom (Costs 1 Action). Agrach Dyr makes an attack with Deadly Grasp.

Pooling Shadows (Costs 1 Action). Agrach Dyr teleports up to 50 ft. The area they leave and arrive at erupts with necrotic energy. Each creature within 5 ft. of either of those areas must succeed on a DC 17 Constitution saving throw or take 11 (2d10) necrotic damage and be knocked prone. On a success, they take half damage and are not knocked prone.

Infinite Armory (Costs 2 Actions). Agrach Dyr uses their Abyssal Armaments feature. They cannot choose a weapon they have already chosen since the start of their last turn.

Mythic Actions

If Agrach Dyr's mythic trait is active, they may use the options below as legendary actions for one hour after using it. Any mythic traits become active immediately after using The Heart of Darkness and remain active for one hour.

Extinguish Hope (Costs 3 Actions). Agrach Dyr makes up to ten attacks with Deadly Grasp, but cannot attack the same creature multiple times.

Extinction (Costs 3 Actions). Agrach Dyr lets loose a wave of terrible killing power in a 60 ft. cone from themself. Each creature in that area must succeed on a DC 17 Dexterity saving throw or take 44 (8d10) necrotic damage, or half as much on a successful save.

Crushing Grip. If a creature would become grappled by Agrach Dyr, instead they become restrained.

Description

Agrach Dyr is an aspect of one of the fundamental forces of the universe. They are darkness incarnate and have taken notice of the darkness that resides in the hearts of humanity, calling to it like a kindred spirit. Now that Agrach Dyr knows of humanity's existence, they will stop at nothing until they are united. Unfortunately, Agrach Dyr cannot leave their observation post at the edge of the universe, so humanity must come to them. With millennia of machinations coming to fruition, Agrach Dyr is finally close to holding Atramenta close to their coal-black heart.

Lair and Lair Actions

Agrach Dyr's lair rests on the event horizon of the known universe, forever enshrouded in darkness, outpacing the encroaching light. In this border between the material plane and the Far Realms and the great unknown beyond the universe, Agrach Dyr has plotted since the beginning of time. This place is a graveyard of planets and suns, frozen in a place beyond light where time cannot touch.

Lair Actions

On initiative count 20 (losing initiative ties), Agrach Dyr takes a lair action to cause one of the following effects; Agrach Dyr can’t use the same effect two rounds in a row:

  • Sickening shadows spill forth from a point on the ground Agrach Dyr can see within 50 ft. of them, creating a 10 ft. radius semisphere to become enshrouded in poisonous smoke. Each creature in the semisphere's area must succeed on a DC 13 Constitution saving throw or become poisoned until the end of their next turn. Creatures poisoned this can only use their action or bonus action on their turn, not both.
  • Eldritch phalanges erupt throughout the lair in a 50 ft. radius circle around Agrach Dyr. Each creature other than Agrach Dyr must succeed on a DC 13 Charisma saving throw or take 5 (1d10) necrotic damage Creatures damaged this way lose half of their movement. If a creature fails the saving throw by 5 or more, they become grappled.
  • The fathomless abyss around Agrach Dyr writhes, spawning an Inquisitor, a Flayer, or a Broodlord and 3 (1d4+1) scions at points they can see within 50 ft. of them.

 

Previous Versions

Name Date Modified Views Adds Version Actions
10/31/2021 9:40:53 PM
13
1
0.3
Coming Soon
11/1/2021 10:30:47 PM
89
2
0.4
Coming Soon

Monster Tags: NPCTitanabberation

Habitat: Underdark

WrongOnPorpoise

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