Armor Class 21 (natural armor)
Hit Points 700 (50d10 + 600)
Speed 90 ft., fly 90 ft.
STR
22 (+6)
DEX
18 (+4)
CON
22 (+6)
INT
26 (+8)
WIS
24 (+7)
CHA
18 (+4)
Saving Throws CON +15, INT +17, WIS +16
Skills Arcana +13, Athletics +12, Intimidation +12, Perception +12
Damage Resistances Acid, Fire
Damage Immunities Cold, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened, Grappled, Restrained
Senses Truesight 300 ft., Passive Perception 18
Languages Abyssal, Celestial, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 30 (155,000 XP)
Proficiency Bonus +9
Traits

Magic Resistance. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ has advantage on saving throws against spells and other magical effects that don't do radiant damage.

Magic Weapons. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s weapon attacks are magical.

Legendary Resistance (5/Day). If Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ fails a saving throw, it can choose to succeed instead.

Absorb Essence. If a creature would die as a result of damage from Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜, their soul is instead trapped inside of one of Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s Void Plates. Whenever a soul enters a Void Plate, Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ gains 2 temporary hit points for each of the targets levels or challenge rating. When a Void Plate is destroyed, all the souls inside of that plate are released and can either be resurrected or pass on to the afterlife.

Void Plates. Before Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ can be killed, the plates that hover over him must be destroyed. There are 4 plates, and each plate has an Armor Class of 18, and 200 hit points. When a plate is destroyed, any souls trapped in that plate are freed, and Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ loses 10 hit points for each soul trapped in that plate.

Mind of the Far Realm. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜  is immune to any effect that would sense its emotions or read its thoughts, Divination Spells, and the Charmed condition. This ability even foils wish spells and spells or effects of similar power used to affect Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ 's mind or to gain information about the target. If any creature attempts to use a spell or ability to affect Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ 's mind, the creature must make an Intelligence saving throw or take 6d12 psychic damage and go insane. While insane, the creature can’t take actions, bonus actions, or reactions, can’t understand what other creatures say, can’t read, and can speak only in gibberish. A greater restoration spell cast on the creature ends this effect. 

Regeneration. If Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ has at least 1 hit point, it regains 50 hit points at the start of its turn.

Bane of Time. For each minute that passes within 100 miles of Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜, an hour passes outside of that radius.

Innate Spellcasting. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s innate spellcasting ability is intelligence (spell save DC 20). It can innately cast the following spells, requiring no components:

At will: detect thoughts, darknesssilencecause feartasha's mind whip, hallucinatory terraintelekinesisphantasmal force

3/day each: dispel magiccounterspelldominate monster, slowphantasmal killer, dominate person, synaptic staticfear, gravity fissureraulothim's psychic lance

2/day each: finger of deathpower word pain, time ravagereality breakdark starstorm of vengeancepsychic screamfeeblemindmaddening darknessreverse gravity, ravenous void, plane shiftmass suggestion

Actions

Multiattack. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ makes four tentacle attacks, and may forfeit up to two of those attacks to cast spells. It can forfeit an additional attack to use its Psionic Rend, Obliterate Mind, or Presence of the Far Realm.

Tentacle. Melee Weapon Attack: +15 to hit, reach 20 ft., one creature. Hit: 50 (4d12 + 12) psychic damage. If the target is huge or smaller, it is grappled (escape DC 15) and must succeed on a DC 19 Intelligence saving throw or be stunned until this grapple ends.

Psionic Rend (Recharge 5–6). Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ emits a blast of mind-shattering energy in a 80-foot cone. Each creature in that area must succeed on a DC 19 Intelligence saving throw or take 70 (8d10 + 30) psychic damage and be stunned 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.

Presence of the Far Realm. Each creature of  Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s choice that is within 120 feet of him and aware of him must succeed on a DC 19 Wisdom saving throw or become frightened of it 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 Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s Presence of the Far Realm for the next 24 hours.

Obliterate Mind. (Recharge 6)Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ targets a creature that he can see within 60 feet of him. That creature must make a DC 17 intelligence saving throw. On a failure, the creature takes  (8d10) psychic damage, and they must repeat the saving throw as their mind is shattered. On a a failure, their intelligence and charisma scores become 1 until a greater restorationheal or wish is cast on them.

Legendary Actions

Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ can take 4 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. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ regains spent legendary actions at the start of its turn.

Psionic Strike. Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 40 (4d10+ 10) necrotic damage.

Abberant Arcana. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ casts a spell from its Innate Spellcasting list.

Mana Drain. (Recharge 5-6). Each creature that has spell slots in an 80-foot cone must make a Constitution saving throw. On a failure, those creatures lose spell slots of a combined level of 1d8 (the creature chooses which spell slots to lose), and Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ regains hit points equal to ten times the level of the spells lost.

Description

Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ is the Titan of Distortion, a reality-slicing nightmare of relentless insanity. It warps time, space, and reality, making it impossible to discern the truth. He twists loyalties, muddies thoughts, corrupts life, transforms emotions, induces despair, and panic. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ represents themes of deception, paradoxes, lies, mental domination, transformation, corruption, chaos, enigmas, and experimentation. Sages call Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ the confusion of panic, the trap of enigmas, the bane of reality, and the harrower of thought.

Lair and Lair Actions

Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s Lair

Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ does not have a set lair, but when he enters a plane, he warps the area around him to create one of chaos and destruction.

Lair Actions

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

  • Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ creates a mass of shadowy vines around a targeted area. The area counts as difficult terrain, and any creature that steps into it must make a strength saving throw or be grappled (escape DC 18) and take (4d10 + 10) necrotic damage.
  • Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ casts the darkness spell four times at its lowest level, targeting different areas with the spell. Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round.
  • Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ Warps a 5-mile area within 100 miles of it, shaping the area to its will, and corrupting any living beings in the area.

Regional Effects

The region containing Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s lair is warped by his magic, creating one or more of the following effects:

  • The area within 6 miles of the lair becomes overpopulated with Aberrations.
  • Natural life becomes corrupted and despoiled by Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜'s power.
  • All life in the area withers, and is replaced by necrotic vines or plants. 
  • The ground becomes black and crawls with shadowy vines.
  • Toxic particles fill the air, and a black fog rolls in.

If Ẍ̷̫́ž̴̛͙̠̘ỳ̵̗̓͠t̷͈͔͌̈́ĥ̸̻̮͐ḯ̵̤͈̹͓ơ̸̞̱͒̊͘ͅr̴̨̗̽̽͜ dies or leaves the area, these effects fade over the course of one year.

Previous Versions

SolgaleoOfTheEternalSun

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