Gargantuan Aberration, Chaotic Evil
Armor Class 24 Natural Armor
Hit Points 548 (20d20)
Speed 80 ft.
STR
26 (+8)
DEX
24 (+7)
CON
30 (+10)
INT
20 (+5)
WIS
25 (+7)
CHA
20 (+5)
Saving Throws STR +16, CON +18
Damage Vulnerabilities Radiant
Damage Immunities Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Petrified, Poisoned
Senses Truesight, Passive Perception 15
Languages Deep Speech, Telepathy 200 ft
Challenge 25 (75,000 XP)
Proficiency Bonus +8
Traits

Legendary Resistance (3/Day): If Aman fails a saving throw or attack, he can choose to succeed instead.

Frightful Presence: Each creature of Aman's choice within 150 ft that Aman is aware of must succeed on a DC 17 wisdom saving throw or become frightened. A creature can repeat this on the end of each turn, with disadvantage if they can see Aman until they succeed. If the saving throw is successful, the creature cannot be frightened by Aman for 24 hours.

Spellcasting. Aman is a 5th-level spellcaster. Its spellcasting ability is 25 (spell save DC 17, +7 to hit with spell attacks):
Cantrips (at will): Toll the Dead

1st level (1 slot): Inflict Wounds

2nd Level (1 slot): Ray of Enfeeblement

3rd Level (1 slot): Summon Lesser Demons

4th Level (1 slot): Blight

5th Level (1 slot): Contagion

 

Actions

Multiattack. Aman makes 3 attacks per turn.

Claw. Melee Weapon Attack: +16 to hit, reach 20 ft., 2 targets. Hit:  (5d12 + 30) slashing damage. 

Sword of Aman. Melee Weapon Attack: +18 to hit, reach 20ft., 1 target. Hit: (10d12 + 20) slashing damage. Any creature struck must make a DC 15 constitution save or take 5d8 necrotic damage.

Cage. Grapple: Uses two of the rounds turns to complete. A creature that Aman targets must succeed on a DC 17 dexterity saving throw, or is trapped in a cage held by Aman. In order to break free, said creature must either succeed on a DC 17 lock picking check or a DC 20 strength check. On a success, the creature will fall 120 ft and take 10d10 bludgeoning damage unless they succeed on a DC 17 Dexterity save.

Legendary Actions

Aman has three legendary actions. They can only be used once per turn and only once per turn. These do not count as regular actions. In order to gain the legendary action back, you must roll a 1d4. 1-2 being a success and 3-4 being a failure.

Jump. Aman can leap into the air and crash down, causing the ground to become difficult terrain (30ft. radius). Any creature within this radius must succeed on a DC 17 dexterity saving throw or take 4d10 bludgeoning damage. On a success, the creature takes half damage.

Teleport. Aman can teleport anywhere in sight.

Blur. Aman casts blur.

Synectics

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