Large Aberration, Neutral Evil
Armor Class 19 natural armor
Hit Points 325 (26d10 + 182)
Speed 10 ft., Walk 20 ft., Swim 60 ft., Fly 60 ft.
STR
26 (+8)
DEX
14 (+2)
CON
24 (+7)
INT
30 (+10)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws STR +15, DEX +9, INT +17, CHA +11
Skills Arcana +17, Perception +10, Religion +17
Damage Vulnerabilities Radiant
Damage Resistances Cold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Psychic
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft., Truesight 120 ft., Passive Perception 20
Languages Abyssal, Celestial, Common, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 23 (50,000 XP)
Proficiency Bonus +7
Traits

Unholy Being. The Aspect of Failure's weapon attacks are magical and it does not require air, food, drink, or sleep. The Aspect of failure has disadvantage on attack rolls against creatures holding a holy symbol of a lawful good god and effects that would turn undead also affect it.

Maddening Appearance. Any creature hostile to the Aspect of Failure that starts its turn within 30 feet of it that can see it and has an intelligence score of 7 or higher must make a DC 19 Wisdom saving throw unless the Aspect of Failure is incapacitated. On a failed save, the creature is frightened, deafened, and prone and must spend its turn screaming, laughing, or crying (creatures choice), until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the Aspect of Failure's Maddening Appearance for the next 24 hours

Siege Monster. The Aspect of Failure deals double damage to objects and structures.

Innate Spellcasting. The Aspect of Failure's innate spellcasting ability is Intelligence (spell save DC 25). It can innately cast the following spells requiring no material components:

At will: Detect Magic, Arms of Hadar, Hex, Witch Bolt, Detect Thoughts, Control Water

3/day each: Evard's Black Tentacles, Psychic Scream, Hunger of Hadar, Maddening DarknessDominate Monster, Dimension Door

Actions

Multiattack. The Aspect of Failure makes three tentacle and two sacrificial dagger attacks, each of which it can replace with one use of Fling.

Sacrificial DaggerMelee Weapon Attack: +16 to hit, reach 5 ft., one target. Hit: 17 (2d6 + 10) piercing damage. Before making an attack with this weapon, the aspect can choose to lose any number of hit points and add that amount to this weapon's damage modifier.

Tentacle. Melee Weapon Attack: +15 to hit, reach 25 ft., one target. Hit: 19 (3d6 + 6) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained. The Aspect has ten tentacles, each of which can grapple one target.

Fling. One Large or smaller object held or creature grappled by the Aspect of Failure is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

Eldritch Pikes. The Aspect of Failure magically creates three pillars of esoteric energy that extend 60 ft. upwards in a 5 ft. cylinder, each of which can engulf a target the Aspect of Failure can see within 120 feet of it. A target must make a DC 25 Dexterity saving throw, taking 7 (2d6) lightning damage plus 3 (1d6) force damage plus 7 (2d6) necrotic damage plus 3 (1d6) cold damage plus 7 (2d6) psychic damage on a failed save, or half as much damage on a successful one. If a creature fails the save by 5 or more, they are also stunned until the start of their next turn.

Legendary Actions

The Aspect of Failure 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. The Aspect of Failure regains spent legendary actions at the start of its turn.

Tentacle Attack or Fling. The Aspect of Failure makes one tentacle attack or uses its Fling.

Sacrificial Dagger. The Aspect of Failure makes two sacrificial dagger attacks

Eldritch Pikes (Costs 2 Actions). The Aspect of Failure uses its Eldritch Pikes.

Detect. The Aspect of Failure makes a (Wisdom) Perception check.

Curse (Costs 2 Actions). The Aspect of Failure targets one creature within 60 ft. of it. When that creature rolls for damage they must subtract 1d6 from the total. The creature also has disadvantage on attack rolls, ability checks, and saving throws. The creature is cursed in this way for one round or until they regain at least 1 hit point.

Description

Tentacles and mouths separate and split out of an otherwise vaguely humanoid body whose features change at seemingly random intervals. Large, dragon-like, black wings protrude from the creature's back, casting shade over its alien form. One arm tends to resemble that of a human's or elf's, tightly gripping onto an intricate dagger covered in blood, while the other is is a mass of long octopus appendages. It strides slowly and aimlessly on tentacles beneath its waist, murmuring to itself unintelligible rantings and incantations.

Previous Versions

Name Date Modified Views Adds Version Actions
11/11/2021 5:39:59 PM
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Monster Tags: NPCaberration

Angel_With_Black_Wings

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