Huge Monstrosity, Chaotic Evil
Armor Class 19 (Natural armor)
Hit Points 300 (24d12 + 144)
Speed 40 ft., Climb 40 ft.
STR
25 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
20 (+5)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws CON +13, WIS +11
Skills Intimidation +11, Perception +11, Religion +12
Damage Resistances Necrotic, Poison
Damage Immunities Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Poisoned
Senses Truesight, Passive Perception 21
Languages Deep Speech, Undercommon
Challenge 24 (62,000 XP)
Proficiency Bonus +7
Traits

Curiosity. If a creature hostile to the awakened one takes an action that does not make an attack roll or cast a spell targeting the awakened one or its allies, the awakened one gains a +1 to all damage rolls it makes until it completes a short or long rest. While the awakened one's Dark Awakening feature is active, this does not function.

Dark Awakening (Recharges on a Short or Long Rest). If the awakened one would be reduced to 0 hit points, its current hit point total instead resets to 300 hit points, it recharges its Multiattack, and it regains any expended uses of Legendary Resistance. Additionally, the awakened one can now use the options in the “Mythic Actions” section for 1 hour. Award a party an additional 62,000 XP (124,000 XP total) for defeating the awakened one after its Dark Awakening activates.

Legendary Resistance (3/Day). If the awakened one fails a saving throw, it can choose to succeed instead.

Magic Resistance. The awakened one has advantage on saving throws against spells and other magical effects.

Regeneration. The awakened one regains 15 hit points at the start of its turn if it has at least 1 hit point.

Unusual Nature. The awakened one doesn’t require food or drink.

Actions

Multiattack (Recharge 5-6). The awakened one makes four Soul Strike attacks.

Soul Strike. Ranged Spell Attack: +12 to hit, 120 ft., one target. Hit 22 (5d6+5) psychic damage

Slash. Melee Weapon Attack: +16 to hit, 10 ft., one target. Hit 52 (7d12+7) slashing damage

Legendary Actions

The awakened one 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 awakened one regains spent legendary actions at the start of its turn.

Move. The awakened one moves up to its speed.

Soul Strike. The awakened one makes one soul strike attack.

Slash (Costs 2 Actions). The awakened one makes one slash attack

Mythic Actions

If the awakened one's Dark Awakening trait has activated in the last hour, it can use the options below as legendary actions.

Sludge. The awakened one spews a ball of energy draining mucus at a creature within 60 feet, forcing it to succeed on a DC 21 Constitution saving throw or take 18 (4d8) necrotic damage and become incapacitated until the end of its next turn.

Dark Echo (Costs 3 Actions). The awakened one unleashes a wave of corrupting energy, all creatures within 40 feet of the awakened one must make a DC 20 Intelligence saving throw, taking 33 (6d10) psychic damage and 33 (6d10) necrotic damage on a failed save, or half as much on a success.

Habitat: Underdark

PixieAlchemist

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