Medium swarm of Medium undead, Any Chaotic Alignment
Armor Class 23 Natural Armor
Hit Points 400 (20d12 + 6)
Speed 35 ft.
STR
18 (+4)
DEX
19 (+4)
CON
18 (+4)
INT
25 (+7)
WIS
20 (+5)
CHA
28 (+9)
Saving Throws INT +16, CHA +18
Damage Resistances Acid, Cold, Fire, Psychic
Damage Immunities Poison; Bludgeoning, Piercing, and Slashing from Metal Weapons
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision, Passive Perception 18
Languages Can speak and understand all languages
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Spellcasting. Zelm is a 20 level spellcaster. Its spellcasting ability is INT (spell save DC 25, +20 to hit with spell attacks). Zelm has following Wizard spells prepared:

  • Cantrips (at will): , Fire bolt, Thaumaturgy, Chill Touch, Friends, Mold Earth,  Mind Sliver 
  • 1st level (4 slots): Chromatic Orb, Ray of sickness, Shield
  • 2nd level (3 slots): Misty Step, Mind Whip 
  • 3rd level (3 slots): Counterspell, Fly, Lightning bolt
  • 4th level (3 slots): Blight, Wall of Fire 
  • 5th level (3 slots): Cloudkill, Geas
  • 6th level (2 slots):  Gravity Fissure, Psychic Crush
  • 7th level (2 slots):  Finger of Death, Forcecage 
  • 8th level (1 slots):  Reality Break, Maddening Darkness
  • 9th level (1 slots): Weird, Meteor Swarm
Actions

Zelm has 2 actions per turn:

  • Cast a spell 
  • Call Forth Chaos: Zelm can summon 8 Chaoslings, which take their turns directly after Zelm. 
    • Chaoslings: all stats are +5 (besides WIS which is +0) HP 100
    • Chaos Burst: +8 to hit does 1D10 +5 (random damage according to roll) 
  • Magical Staff: +10 to hit, reach 10 ft., 1 target. Hit:  (4d6 + 6) Bludgeoning damage.  All creatures hit must make a Int Saving throw or take 2D12 necrotic Damage and are stunned for 1d4 turns. 
Bonus Actions

As a bonus action he can Command his Chaoslings to combine and explode. 2 chaoslings exploding does 4D10 +15 Fire damage to a 10X10 area. 

Reactions

Visions of Change: Whenever a creature within 30ft of Zelm sucessfuly damages Zelm they must make a Wisdom save (DC 20) or they are put into a trance where they see visions of what they most desire. They will not be able to take any reactions until Zelms next turn, and lose 1D4 + 15 from their max hit points. 

Legendary Actions

Legendary actions can be used at the end of any creature's turn. Zelm has 3 points that refill on his turn. 

1 Wonders of the Sky: Every creatures within a 30ft radius of Zelm will need to make a Con. Save of (DC 20) or fall prone as light flashes from the sky. 

2 Strength Sap: Zelm can touch one creature in sight and makes an attack role (+10) and on a hit the target takes 3D8 cold damage and Zelm regains all those hit points. 

3 Overcoming the Law: One creature that Zelm can see must make a Charisma Saving throw (DC 22) this creature must attack the nearest creature (That's not Zelm or his minions) or automatically fall unconscious. 

Description

Zelm is the God of Chaos and Change. After eons of waiting and planning, he has come back to power.  

Lair and Lair Actions

As Zelm steps onto the battlefield the plane seems to shift to a slightly darker color pallet, and the ground seems to swirl in unearthly patterns where his feet step. The stars and sun seem to be falling downwards and gravity shifts slightly to either side. 

Lair Actions

On initiative count 20 (losing initiative ties), Zelm takes a lair action to cause one of the following effects; 

  • 5 5X5 wormholes appear. These lead to other wormholes on the battlefield. All creatures not Zelm must make a intelligence saving throw of (DC 23) to chose where they go, if they fall they are transported to a random wormhole and take 1D6 +6 Cold damage and 1D6 +6 Fire damage.
  • All creatures roll a straight D20. Creatures that rolls a 10 or higher gains 1D4 HP all that rolls less than 10 looses 1D4 hp. 
  • A storm appears in the sky above and lightning starts to crack, but it seems to be not normal lighting. All creatures must make a Dex save of (DC 20) or they are struck by a bright blue lighting strike that causes crystals to form over their body, they speed is reduced to 10ft until the next lair action. 
  • All sorts of sickly flowers start to grow from the ground. They release a spore. Everyone must make a con. save of (DC 20) or fall drowsy, and have disadvantage on all saving throws til the next lair action.

Previous Versions

Name Date Modified Views Adds Version Actions
11/27/2021 10:53:06 PM
6
0
5a
Coming Soon

Habitat: Underdark

loriencolbert

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