Huge Aberration, Lawful Evil
Armor Class 15 (natural armor)
Hit Points 230 (20d12 + 100)
Speed 30 ft., Swim 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
20 (+5)
INT
14 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws WIS +7, CHA +11
Skills Perception +6
Damage Resistances Cold
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 17
Languages Telepathy 120 ft. --
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Magic Resistance. Ahkria has advantage on saving throws against spells and other magical effects. (Except by those cast on itself.)

Legendary Resistance (3/Day). If Ahkria fails a saving throw, they can choose to succeed instead.

Hold Breath. The Telepathic Pentacle can hold its breath for 1 hour.

Multiple Heads. Ahkria Complete has five heads all of which are Psychically linked to each other and Zulkharis; four of which are warped Ythryn wizards under the direct control of Zulkharis, the other corrupt head is under Ahkria's command. While they have more than one head, Ahkria Complete has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Whenever Ahkria Complete takes 25 or more damage in a single turn, one of its heads dies which is chosen at random unless the attack/damage is specifically targeted. If all its heads die, Ahkria Complete dies.

At the end of their turn, they grow two heads for each of its heads that died since their last turn, unless they have taken fire damage since their last turn. The heads they regrow is based on which types of head died. Ahkria Complete regains 10 hit points for each head regrown in this way. For example if a head under Zulkharis died then they would regrow two Zulkharis heads, if an Ahkria head died they would regrow two Ahkria heads, if a Zulkharis and an Ahkria head died then they would regrow two Zulkharis heads and two Ahkria heads.

A Flicker Of Hope. At the start of Ahkria Completes turn they must make a DC 14 Wisdom saving throw, if they pass then Zisku gains control of all Ahkria heads until the start of their next turn and the DC for this check decreases by 2, if they fail then Ahkria remains in control, is aggressive to all enemies of Zulkharis and the DC for this check increases by 1. (Magic Resistance does not apply to this saving throw.)

Reactive Heads. For each head Ahkria Complete has beyond one, they get an extra reaction.

Wakeful. While Ahkria Complete sleeps, at least one of its heads is awake.

Immutable Form. Ahkria Complete is immune to any spell or effect that would alter their form, except by Zulkharis.

Actions

Multiaction. Ahkria Complete can make as many actions as it has heads.

Eldritch Beam. Ranged Spell Attack: +11 to hit, range 120 ft., one target. Hit: 14 (1d10+5) force damage, the target must make a DC 17 Wisdom saving throw or become Psychically linked to Ahrkia Complete for as long as they remain within 120 ft. of them. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must make a DC 17 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one.

Break Concentration. Ahkria Complete targets a creature psychically linked with them within 120 ft. Ahkria Complete breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4) psychic damage per level of the spell.

Hypnotic Pattern (Requires 2 Heads, Recharge 4-6). Ahkria Complete targets all creatures psychically linked with them within 120 ft. The creatures make a DC 17 Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. Effect ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Sickening Radiance (Requires 2 Heads, Recharge 4-6). Ahrkia Complete targets a creature psychically linked with them within 120 ft. The creature makes a DC 17 Constitution saving throw. On a failure the creature takes 22 (4d10) necrotic damage, suffers one level of exhaustion, and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away after 1 minute. This affect can be ended by Lesser Restoration or a similar effect.

Psychic Lance (Requires 2 Heads, Recharge 4-6). Ahrkia Complete targets a creature psychically linked with them within 120 ft. The creature makes a DC 17 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated.

Bonus Actions
Tentacles of the Deeps: Summon. As a bonus action, Ahkria Complete creates a single 10-foot-long tentacle at a point they can see within 120 ft. The tentacle counts as a Medium sized object with AC 12 and 20 HP, the tentacles last until Ahkria Complete dismisses it as a Free Action or it dies. Ahkria can control a number of tentacles equal to the amount of heads it has.
Tentacles of the Deeps: Attack. Ahkria Complete commands all summoned tentacles a creature within range, Ahkria Complete makes a Melee Spell Attack against one creature within 10 ft. of each tentacle. On a hit, that creature 9 (2d8) necrotic damage, and its speed is reduced by 10 ft. until the start of your next turn.
Tentacle of the Deeps: Move. As a bonus action on their turn, Ahkria can move any number of tentacles up to 30 feet and use Tentacles of the Deeps: Attack.
Reactions

Parasitic Sentinel. A head may intercept any attack against one of the other heads so that if enough damage is dealt it will die instead and grow into two more heads of that type.

Tomb of Zulkharis (Recharge 6). As a reaction when Ahkria Complete takes damage, they shroud them selves in an icy mucus, which melts away at the start of their next turn, gaining 200 temp HP. After they take the damage, they gain vulnerability to fire damage, their speed is reduced to 0, and they are incapacitated. All of these effects end when the ice melts.

Tentacles of the Deeps: Guardian Coil. When Ahkria Complete or a creature they can see takes damage while within 10 feet of a tentacle, they can use their reaction to choose one of those creatures and reduce the damage to that creature by 9 (2d8).

Legendary Actions

Ahkria Complete can take a number of legendary actions equal to their amount of heads, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Ahkria Complete regains spent legendary actions at the end of their turn equal to the number of heads they have.

Psychic Link. Ahkria Complete targets a creature within 120 ft. The creature must make a DC 17 Wisdom saving throw or become Psychically Linked to Ahkria Complete.

Bite. Ahkria attacks with a Bite.

Break Concentration (Costs 2 Actions). Ahrkia uses Break Concentration.

Tentacles of the Deeps: Summon (Costs 2 Actions). Ahkria summons another Tentacle of the Deeps.

Description

 

 

Zaccy

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